Yeah, I think there’s definitely some risk of players feeling like they don’t get to make meaningful choices (oh no, indie railroading!). When I played Firebrands, one player kept chaffing against the list of choices (like some people do with the name lists or the bullet options in the core AW moves), saying they wanted to do something different, and sometimes there were blanks in the moves where you could fill in your own action. But inventing your own custom move still didn’t break you out of the chain prescribed by the rules. That said, fatalism has always been a major theme in indie RPG design, so I see “choices vs. doom” as one of the main tensions in this tradition of games.