Regarding the Design I noticed that it strongly suggest as a GM to never tell ones player “No”. I do see the reasoning and understand why it is important. Not only is it empowering the players but it does as well help to further the collective process of creating the narrative.
As I started reading the Quickstart, I am not fully done as I am kinda slow in regards of reading PDFs, I noticed at page 17 that it explicitly states that the player may say “No. That doesn’t happen. I take the stress.” which is described as empowering, boldly so.
It did occur to me that it is empowering the player by letting them shut down input regarding the narrative from the GM. Though it doesn’t come across as empowering the GM her-/himself. Actually for a small frightful moment it occurred to me that the GM may have to deal with an awful lot of “No”s and with his suggestions to the narrative been shot down.
Is it a conscious choice in regards of the game design towards the player who takes the GM position? Maybe there’s some compensation for the player of the GM for it?
It won’t bug me as much that I wouldn’t GM it, and its not meant as some harsh or even hard criticism, it just struck me as curious. ^^