Remember, this isn't about simulating a real world battle or political movement; it is about simulating a fiction about it. Fiction needs to be original or intriguing to have any memorable value to it. So, this "rule" (a suggestion, really) is all about getting the players and the narrator into that mindset. It is a lot like Improvisational Acting classes... be original and have fun.
But, it the end, it might be easier to look at why you (as the narrator) would want them to use bland and uninspiring things in the game. You can let them use any augment you like in your game (I am trying really hard to be subtle about the ownership of the game you run! LOL) because you not only know your players better than anyone else, but you know what you want the game to be like better than anyone else. So, if you don't want to worry about, don't. Or just apply an increase to the Difficulties for a lack of originality and not mention it; or, rather, reward the originality of players by the tried-and-true, "Nice, I'm giving you a +3 for that idea." You will not believe how fast most players leap at the challenge to get that bonus.
But, the point Robin Laws is trying to make is that stories should engage not just the players but the narrator, and the players are responsible for their own part of the story.
Hope this helps.
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