CharlesRyan
Adventurer
Barony of Lord FriendlytoPCs becomes Barony of Lord Mwahaha? Not only can I live with that, but it might even motivate the players after the fact.
Heck, yeah. The game needs to have twists and turns that are unforeseen even to the GM, in my opinion. Keeps the world alive and keeps the GM's job interesting.
The story-oriented GM sits down with his notes after that session and asks "How does this affect things? How do the antagonists react? How about the allies? Do I need to rewrite my next chapter, tweak it, or throw it out? I was going to get to point A in the plot via a certain route--is that still the best route, or does another way make more sense now? Or do I skip point A and start steering toward point B."
Story arises naturally from the game. I would go so far as to say that story structure arises naturally from a good game.
Mmmmmaybe. But I would argue that yours is the hard way to get there. And that better story structure arises from a little bit of planning and management.
I would say that the DM controls all of the world, but the players control their characters' actions, so the DM should allow them to do so with the context of a world that makes sense insofar as the DM is able to make it make sense.
Sure, but again in my experience players willingly--gleefully, even--move in the direction of the plot once the initial buy-in has occurred.