As a reply to [MENTION=996]Tony Vargas[/MENTION], I was alluding to discussions in the current "worldbuilding" threads - which he had alluded to in the post that I replied to.Are you talking about things like "I, as DM, didn't think about or establish whether or not there's a chandelier in this room. Therefore, when the player asked if there was one to swing from, I decided there was because it was cooler"?
If so, I agree. If there's a detail I hadn't already specified--at least in my own head, if not out loud--and it makes even a bit of sense, I'll usually try to incorporate it if the players' actions warrant.
If that's not what you meant, could you clarify?
With less allusion and more literalness: the more precise/detailed the framing, then (everything else being equal) the less "creative"/"imaginative" the action declarations will be, and the more "tactical"/"wargaming". That's painting in very broad brushtrokes - but contrasts would be resolving a 4e skill challenge (which relies upon a capacity on the GM to narrate and re-frame in response to action declarations and resolutions, and thus upon a lack of detail in initial framing) vs playing through Tomb of Horrors.
Here's a passage from Paul Czege that expresses the same idea in a particular context (dealing with NPCs - I've boled the key sentence), and also suggests that it's not always about "saying 'yes'":
[W]hen I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. We've had a group character session, during which it was my job to find out what the player finds interesting about the character. And I know what I find interesting. I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this.