Well that's an interesting but flawed reading. What is trivially obvious is that reams of advice exists, with opinions on both sides of the argument. If people wanted to know more or understand the issue better they have the opportunity to do so.
I don't see a problem with relieving the players of campaign busting tools. That said, I would probably tell them where those forks are and let them decide if getting them back is worth the trouble. Just making them disappear is a bit of heel turn. IMO, of course.
Oddly, or perhaps not, I find FKR as a design idea intensely frustrating. I love a lot of low weight games, but FKR makes me want to kick babies. The first time you're playing a 'modern' game and you know more about subject X that your GM you are quite likely to hit the eject button. IMO anyway...
I think I was pretty clear that not all of that ink is useful, but that doesn't mean there isn't lots of relatively easy to find superb advice about how to run various kinds of RPG systems and genres.
Do they though? When you aren't prepared to show your work? Your position assumes that there...
Are you being provocative on purpose? The amount of ink spilled on best practices for RPG play can be measured in gallons. Some of it dumb, some of it trite, but lots of it insightful and useful. So let's not pretend that isn't that case.
I agree completely.
You could do the same in opposite...
This is one take. A curious take. A take that doesn't align with most actual RPG books, but it's a take.
It's not rare. The vast majority of PCs die because of the actions they chose to engage in. It's no rare or strange for that to be the case.
That's down to style and preference. I don't yuck other people's yum for no reason. I do levy consequences in my own games that might include all of those things, but I also try to vet my players and make sure we're all on the same page.