But PRESENTING a choice is a force, and forces are tools of misdirection and manipulation.
If your GM is a jerk, the Apocalypse will not save you, it will just make it your fault.
But when they aren’t? That’s where the ugly happens.
Narrative healing: taking action to help make sure everyone else can keep acting.
Narrative tanking: sponging up fictional consequences so everyone else can keep acting.
(MOAR DOTS)
Narrative Crowd Control: makes small changes to the world that create more opportunities for play. (Not always necessary, but well suited for games where players can author content)