It ain't blorb

You have heard about blorb.
It ain't maximal prep. You don't need to decide every little thing in advance.
It ain't against improv. You still do it a lot. You just rely on the prep you already have and procedures first.
It ain't exhaustive worldbuilding. The goal isn't to know every fact about the world in advance.
It ain't quantum. You don't decide important facts after seeing what the players chose.
It ain't fixing things for drama. You don't change outcomes because the pacing feels off or because something would make a better scene.
It ain't balancing on the fly. If an encounter turns out too easy or too hard, that's allowed to be true.
It ain't adversarial. You are a referee. The opposition is in the situation, not you trying to beat the players.
It ain't realism. The world doesn't need to perfectly model reality. It needs to be consistent when the players poke at it.
It ain't roll or randomize everything. If something is already established, that's usually the answer. Dice and procedures are for unknown facts.
It ain't a prewritten outcome. You prep what is there. You don't prep what the players are going to do with it.
Blorb is making sure the prep isn't compromised so referee discretion doesn't undermine player choice.
You are free to change it up once in a while and break the rules. The blorb police will only come to your home when serious blorb crimes are committed.