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I'd say 6. A player's actions should take precedence over pre-planned story.
I'm of the DM school that believes "just winging it" is the most important skill to running a game. If you have something rough scripted out for the future and the players come up with something WAY BETTER? Yeah, run with that shit.
That said, it's only a 6 (as opposed to an 8-10) because I do think some constraints are useful for play, especially at the start. It gives direction. When I sit my players down and say "this game is centred around this area and here are some plot hooks for you to pick and choose from" I get a much better result and much better feedback than from games that start "here is a planet, go nuts" or "here is the adventure train, please get aboard and stay on the rails at all times"