I'm thinking about how a decisionless rondel might work as a mechanic. I'm envisioning a rondel with a single marker on it. On your turn, you advance the marker one space and perform the action on the space - or get the benefit from the space. Of course, there might be other actions you might take on your turn apart from the rondel.
Obviously, the number of spaces on the rondel could not be evenly divisible by any number of players that the game will support.
Why no decisions? If no player can choose how many spaces to advance the marker - then it will be possible for each player to see exactly what benefits he will get for as many turns into the future as he is capable of pondering. It would be possible to contemplate the upcoming sequence of benefits each other player will get as well. To me, this seems to facilitate strategy. It's about the look-ahead.
I think for this to work it would be very important to ensure that all spaces on the rondel are precisely balanced. Each player will start out with a difference sequence of benefits. We can't immediately give an advantage to any one player right at the beginning (unless the spaces and the order of spaces are intentionally imbalanced to compensate for initial turn order advantage... that would be very clever.)
Taking the decisions out of the rondel simply means decisions will happen elsewhere. If a player's entire turn comes from the rondel space, then decisions must come into play when deciding how to use or allocate the rondel benefit. If the rondel benefits cannot involve decisions, then the turn must have some other part to it where decisions are made - most likely "free" actions of some sort.
It seems the effect of a conventional rondel is to tell a player "here are your choices... and here will be your choices on your next turn." The decisionless rondel would tell a player "here will be your benefits each turn, for all turns into the future, and here is that same information for all the other players as well."
Thoughts? Criticisms? Ideas?