So, recently I've come to realize one of the things I really dig in gaming is choices. Making them as a PC, setting them up as a GM. Like, in Apocalypse World, you get an awesome toolset for this. The basic moves almost all have choices to make worked right into them, and the MC's moves are all about giving the PCs more choices to make ("Announce Future Badness" and "Announce Off-screen Badness" both prompt a reaction, and "Offer An Opportunity With Or Without A Cost" and "Tell Them The Possible Consequences And Ask" are both pretty much big choices on a silver platter). And Ghost/Echo's system is all about "Is avoiding this danger more important to you than succeeding at your goal?" And recently, thinking about this, I dusted off the old RPG-poem "Hero Caves"
and gave it a whirl, and it was pretty fun, and all about choices at its heart, of course.
But, there's a reoccurring theme here: The GM sets up the choices, and the PC makes them. Sure, technically, the GM's got a choice of what sort of choices to set up for the PCs... and the PCs can always do unexpected things that force the GM to figure out how the NPCs would react to... but really, rarely are choices set up
for the GM, by the system, if you get what I mean. So I'm wondering, what systems actually give the GM interesting choices to make, or ideas do you have for such a thing?
Polaris is kind of good: the Mistaken has the same negotiating tools as the Heart does in conflict. ("What should I ask for in exchange for what they just asked for?" "Do I want to go further?" "Do I want to give up the last thing I asked for in order to make sure what they just asked for doesn't happen?" Etc.)
Random tables, especially for situation generating, are another good idea: it's a constraint on the GM, how do they incorporate this new, specific thing, into the situation in way that both makes sense in the context and keeps things interesting?
Games where the GMs have limited resources, also. Including, potentially, 'encounter budgets'. ("Okay, I've got 5000 XP worth of bad to throw at the PCs. What do I want to use? Hmmm.") And, of course, games with well-implemented tactical combat, because good tactics is pretty much all about making the right choices in combat when the right choice isn't obvious.
So what else is there? What else could there be?