Not in my view. I think the notion of
GM guidance and/or manipulation to a fore-ordained goal does the job.
This overlaps with
@Manbearcat's characterisation in part:
fore-ordained goal is roughly synonymous with
GM-envisioned narrative.
But it differs from @Manbeacat's characterisation in part: it uses a general notion of
guidance and/or manipulation without further stipulating that this must
nullify or modify player input.
Contra
@Ovinomancer, this difference does not pertain to moments vs arcs of play:
guidance to a fore-ordained outcome can be attributed to a particular moment of play (like the Gygax secret door example) just as much as
manipulation of the gamestate to establish or maintain a GM-envisioned narrative. Which is no surprise, given the rough synonymy of the italicised phrases.
The difference is that
modifying or nullifying player input happens at a certain point of the action resolution process, namely, downstream from the player input in question. Whereas
guiding or manipulating towards a goal can occur upstream of player input into action resolution, that is,
in the process of framing. Which is what is happening in the DL case (strong manipulation) and the secret door case (barest of guidance).