innerdude
Legend
What are the limits of the players' ability to do that? I assume that they can't just sit down and agree that aliens come and beam Cowstantinopleville off planet and then start a farm in the crater.
Well, yeah, obviously. Principled PbtA play doesn't allow players to completely run off the rails in changing established fiction.
It's actually been quite surprising, really, just how careful my players have been about really shaping the results of their "moves" into the fiction. It's been refreshing, and gratifying, and collaborative, and very much harmonious. The players themselves are keenly interested in helping the other players have fun, and push the fiction towards things that address the characters' respective dramatic needs (aka, Iron Vows).
In these instances, really, the GM's role is kind of like the role of the Vice-President of the U.S. in relation to the Senate. (S)he doesn't have a vote on any actual proposed legislation, but can act as a tie-breaker in a deadlock.
Occasional I drop into "senator mode" and propose certain resolutions/additions to fiction, just as a matter of course, but I'm really just an equal among peers, and all ideas are considered.
So I get that there are major differences in the two styles. I'm not saying otherwise, but the parts I've bolded above don't happen in my playstyle, either. Not unless the DM is violating the social contract himself, which is not a playstyle issue. While the DM has the authority to do so, he just plain won't. If the PCs spoil McDizzle's plans, good on them. If they stop what was supposed to happen in Cowstantinopleville, then they've put their mark on the world and made it their own like I've been saying.
I see what you're saying; I think in Ironsworn it just goes a step further, which is, don't lament or celebrate the fact that McDizzle's plans and Cowstantinopleville's plot line have been counteracted.
Rather, don't have things to be counteracted in the first place.