@surreality All my love, too.
I'm just going by this: game: a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
I think you're misunderstanding the holistic point I'm trying to make, so let me recalibrate.
- If we are opening playspaces to support players in writing novels, stories, etc about characters of their own design, where they get to decide what does and doesn't affect their characters (to maintain their enjoyment of the space), then we should come out and say so.
- If a playspace is using WoD or another game system as a system, and the game system is holistically important to task/risk resolution, then it needs to be stated up front that the entirety of PC story direction will not be decided by the player, but at times, by the dice.
There are thousands of ways to resolve a task, ranging from humiliating failure to heroic critical success. I'm NOT saying that death is always on the list. Using TurboTax doesn't include death as a failure option, and I'm not saying that it's not a game unless you can die using TurboTax.
What I'm saying is that if it IS a role playing game, the one that uses the dice and the books, then task resolution may not always go the way the player wants it to.
Philosophically, if all of the characters, per the genre or setting, are expected to be at risk (let's use zombies as an example), and you have twelve players using the system with the dice (because that's what they had to do to make a character sheet, use the dice, system, etc and when they fight zombies they have accepted a certain grade of risk to whether or not they get to finish that character's story how they want OR the character's story ends in being eaten alive) and then another eight players not using dice, but roleplaying fighting through hordes of zombies, having already predetermined the outcome...You're going to end up with a disgruntled Playerbase.
I don't care if death is a super constant option.
I'm just
Just
Just
JUST saying that in terms of risk and how much is game vs how much is telling your story, that the entire player base should be playing the same game and that it's best to be very clear about this up front.
I have a preference. My preference, I feel, keeps things fair and I enjoy the titillation of not knowing whether or not my character will succeed. That's me. That's me. That doesn't have to be everyone, not everyone has to be me.
My earlier examples about zombie games and survival, I feel, require the game aspect or else the setting doesn't read right.