It is increasingly apparent to me that it is virtually impossible to legislate trust between players. Trust can be built, however, between the puppetmasters and the players.
The boundaries that exist between these two entities can blur, twist, and change from game to game, but ultimately, the puppetmasters are the arbiters of narrative flow. If they choose not to filter, if they choose to encourage, or to fabricate narrative elements in the game arena, that is certainly a design choice, but it remains theirs. The players are playing. To me, it has always seemed a fruitless exercise to blame players for a game that stumbles and fizzles. If a design choice gives a subset of players the power to move the narrative in ways that prevent play for an even greater subset, that is still a design choice on the part of the puppetmasters.
The players are people living in the real world, with real world rules as their only true guideline (unless they become criminals). The narrative that defines the game is still vetted by the puppetmasters.