I don't recall you earlier post except in vague details. But as I understand what you have posted, the GM authors <stuff> into Rainbow Rocks in order to motivate the players to declare actions that will take their PCs to Dark Clouds.I realize that Story Now players aren’t a hive mind, but when I provided this example earlier, this wasn’t considered an example of GM Force.
This is the GM using their backstory authority to manipulate the players' use of their authority over action declarations, in order to try and bring a pre-conceived event (the PCs' arrival at and exploration of Dark Clouds) into play.
To me it looks the same - in its structure - as my GM who establishes a Halfling-hating Ogre knowing that when the PCs approach the Ogre the players will have the Halfling PC be the "face". I described my example as Force-ish. Your example, if I've understood it, is the same.
To borrow some language from @Campbell, the GM is not a curious explorer of what happens when the PCs get to Rainbow Rocks.
For my own part, I don't really understand why this GM is faffing around with Rainbow Rocks at all - why not just frame the PCs into Dark Clouds? The only reason I can see is to maintain an illusion that the GM is indifferent to what actions the players declare for their PCs. But in fact the GM isn't indifferent to that! So why pretend otherwise?
I want to lump them together, in so far as I don't want to sit at either table, basically for the same reason.The issue is not what it should be called, but lumping in something like the Rainbow Rocks scenario, where player agency is not affected, with something like @hawkeyefan ’s example, where to all intents and purposes, the PCs are in a cutscene.
Both affect player agency: in the Rainbow Rocks scenario, the players' decision to go to Rainbow Rocks is being treated by the GM as an opportunity to prompt the players to declare actions for their PCs that will take them to Dark Clouds.
To once again borrow some language from @Campbell, I'm not super-interested in the fact that one is Colorado and the other Utah, given that I'm trying to avoid altogether laying over in the west of the US, maybe trying to avoid the US altogether.
As you describe it, this is not the same as Rainbow Rocks: the GM is not establishing backstory and narrating consequences in order to prompt the players to declare actions that will have their PCs engage with one faction rather than another, or explore one place rather than another.Let’s try with an example: one adventure within a campaign. The party starts trapped in a demi-plane filled with various biomes and factions.
How the party got trapped is not relevant for the example:
- it could have been GM Force;
- it could have been bad luck (a poor roll in trying to identify what a magical item does);
- it could have been the premise of the adventure (“Hey guys, what do you think of an adventure where your party is trapped in a demi-plane and is trying to escape?”)
The module provides several ways out of the demi-plane. Notably, the players can ally with various factions. As they wander through the demi-plane, they can learn more about the wizard that created the demi-plane.
To me, what you describe here looks like a (limited horizon) version of a "living sandbox".
That is also a type of RPGing in which I have little interest, but not for the same reasons as the examples that involve the GM's use of Force.