I don’t know this game, but that GM mechanic strikes me as akin to the odd intro to Dragonlance DL 1 (Dragons of Despair) where Tracy Hickman talks about the GM role as playing a diety in the adventure, directing the story.
This, “The Hickman Tendency” is one of the places where classic play breaks down as it encourages the GM role of storyteller rather then adjudicator. When the GM acts to protect or maintain a narrative it encourages both forceful illusionism (aka railroading) but also antagonistic GMing. Now this isn’t to say Ruutyama does this, but I do wonder.
There are mechanics and ethics of play that push back on those tendencies, most effectively I think the story buy in and expectation setting of genre emulation and mechanics for shared narrative. Of course these also work against open world play and center meta play (e.g. “This is a cowboy story, what happens next in such a story?” v. “How is my character, Bad Bart to handle these Rustlers?”). Not to say this is a bad playstyle, or that fusion isn’t possible, but it’s a big departure from classic play.