Trust refers to the expectation that players will engage with the basic premise of a game. Trust exists between players and the the GM, but also between all participants and with regard to the themes, tropes, and aims of a session. Game or adventure design is sometimes classified as low trust or high trust. Low trust games confine choices and options to within the expected parameters. High trust games assume the players will actively engage in the setting and creatively expand the conflicts, narration, and world.
Trust in adventure design[]
High trust in adventure design presumes the players will react with interest to the intended scenario. No particular outcome is assume. Low trust presumes the players must navigate between intended points or events; this can overlap with a linear player style.
S. John Ross offers the following example of thinking about high trust design:
Duke Meany is Oppressing the Snoobles!
You must fight him!
In a formal duel!
To the death!
In the Courtyard of Zoof!
Using your uncle's sword!
As a suppository!
Each line exerts influence on solutions the PCs might create. Practice trimming those extra lines.[1]