Yes. The metaphor would be "narrow entry, wide exit", but that's very generic and abstract.I think the way in which scene-framing is supposed to give some structure to story-based play and keep it from turning into the sort of confused DM self-flagellation that I see in this and other Critical Hits posts, is it makes it clear to the DM how far they're supposed to go in their prep and how much they're supposed to leave open.
I don't know if you saw my response upthread, but to get the "PC dies" thing out of scene framing play, you need some action resolution mechanic that lets the player trigger PC death, or raise the "death flag", or whatever - so the player spends his/her PC's life as a resource.
Otherwise, you can't die if the action resolution doesn't take you there! (Like [MENTION=98255]Nemesis Destiny[/MENTION]'s post upthread.)