Theo R Cwithin
I cast "Baconstorm!"
No, I don't think we can. And that's because our disagreement isn't about mechanics or setting-apprpriateness or combat-to-noncombat rules ratios or anything like that.I think we could save this discussion from meaninglessness in part by turning it into a discussion of how the game was designed. I honestly think that one does not have a proper understanding of what the game is about until they are familiar with the (even rough) purpose behind its design.
Our difference is solely in the definition of the word "about". You appear to be saying that it's the designers' job to determine what the game is "about", whereas I'm claiming that it's up to the gamers to decide that. I've stated my piece: the game is about the story the people at the table build. And you've stated the game is "about" combat by design. We're likely both right, because we're answering different questions.
The problem is that I have no interest in the question you're answering, while you have no interest in the one I'm answering. And that is why, in the absence of lots of up-front framing of the issue, such a discussion is doomed to fail, like all the otheres. Which is fine, because that well-framed debate doesn't seem to be the intent of the OP, though I may be mistaken.