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I think the most important point is that fudging the occasional die roll isn't about not wanting to be challenged: it's more about understanding that a die roll doesn't take story, character or genre into account, and I find those sort of things to be more important the more I find myself playing.
In any case, carry on...
--Steve
I sandbox play. Story is taken care of by the group and is organic in nature rather than scripted. Any defeat short of a TPK, the story continues with the protagonists chastened and struggling to rebuild.
I have no interest in adjudicating differently depending on the character at risk.
I find the best way to take genre into account is to pick a game system that strongly supports the genre and playstyle I expect the game to have. More forgiving game systems generally have a visible "break the bad luck" mechanism available or construct characters capable of withstanding the luck and carrying on.