I don't think it should be controversial that RPGs don't have clear win conditions in the same way than say, chess or monopoly do.
I don't think it should be controversial that not all RPGing is oriented towards winning in the same way.
As I think I've already posted upthread, some RPGing doesn't have win conditions. Some does.
@hawkeyefan gave an example where it did. I can give an example where it didn't: the Wuthering Heights on-off I played last year. My example doesn't negate @hawkeyfan's, nor vice versa.
Here's another example from my own play: a Prince Valiant actual play post, written well before these debates about win condition broke out:
In the previous session they had rode off the same way to fight Saxon raiders, but got distracted by the crimson bull, and so when they now arrived at the coast they could hardly complain about Saxon raiders on the coast beseiging a fort! This was the Robin Laws scenario in the Episode Book, Fort Seahawk.
<snip>
I used the Saxon Warband scenario from the main rulebook to get Saxon stats, though reduced their numbers from the 100 that's written there to a force double the size of the PC's band. Unfortunately neither Justin nor Gerran had Battle skill at that point (Gerran developed it at the end of the session). At first the knights of St Sigobert fought bravely and were not repelled by the Saxons - but in the second round Sir Gerran was out-generalled by the Saxon leader, and Sir Gerran and Justin themselves retreated (both had Presence reduced to zero in the mass combat process, and also suffered loss to Brawn from fighting). We decided that 5 of their retinue were also lost - a pretty terrible defeat.
But as luck would have it, at that moment a band of soldiers lead by Sir Vroca rode down the slope to rout the Saxons - it turned out that Vroca was younger brother to the lord of the castle, and a better knight and leader, who had turned up in the knick of time. And when this happened Morgath (with a successful presence check from his player) heard the Saxon chieftain complain about "Vroca the treacherous".
The PCs were invited to receive hospitality in the castle by the brother, Ora, although Vroca seemed none to happy about it. Sir Morgath approached Ora in private to ask him the meaning of the Saxon chieftain's words, but a failed check meant that Ora took the matter to Vroca, who insisted on a duel to prove his innocence. Sir Justin agreed to fight him at dawn; and meanwhile Morgath - with the help of the castle chamberlain (successful Fellowship check) tracked down his Saxon slave who had left the hall during the hubbub looking rather suspicious, and in return for a promise of baptism and safety as a soldier of St Sigobert learned that Vroca had had his servant convey a message to the chieftain that this day would be a good one for a raid, as Vroca and most of the castle force would be out hunting. (It was amusing that Sir Justin's player worked out pretty quickly that this must be what had happened - whereas even though it was Sir Morgath who was actually eliciting most of the information, he and his player were somewhat confused by what was going on, and why Vroca was so angry, until the slave spilled the beans.)
When dawn came, Sir Justin jousted with Sir Vroca and continued his losing streak - he avoided being unhorsed but in 3 rides was clearly defeated. They both started with 14 dice each (Sir Justin was down a point of Brawn, but had a bonus dice after praying to St Sigobert), but Justin got much the worse of the death sprial, and his player concluded that there was no point continuing on foot. So he proclaimed Sir Vroca's innocence, and the knights of St Sigobert rode on to find passage. It was some days later that news came to them that Ora had suffered a tragic accident, and Vroca was now the ruler of Fort Seahawk.
This was only the second real loss for the players in this campaign, after being defeated by the Wild Hunt in the first session.
I've left in enough description of play to make it clear what happened, and have bolded the salient final phrase. It was a loss for the players.
Here's another example, from the 13th Age rulebook (pp 166, 171, 187):
Fleeing is a party action rather than an individual action. At any point, on any PC’s turn, any player can propose that the fight is going so badly that the characters have to flee. If all of the other players agree, the heroes beat a hasty and successful retreat, carrying any fallen heroes away with them. In exchange for this extraordinarily generous retreating rule, the party suffers a campaign loss. At the GM’s discretion, something that the party was trying to do fails in a way that going back and finishing off those enemies later won’t fix. If the heroes were on their way to rescue a captive from unholy sacrifice, then naturally enough the captive gets sacrificed. Don’t worry, overcoming setbacks is exactly what heroism is about. The point of this rule is to encourage daring attacks and to make retreating interesting on the level of story rather than tactics. . . .
If the party is short of a heal-up but is too beat up to press on, they can retreat, tails between their legs. Provided they can find some sort of safe place, they can get the heal-up that they haven’t earned in battle. But taking the heal-up entails a campaign loss. At the GM’s discretion, the party fails to achieve one of their goals, and they fail in some way that simply defeating the bad guys the next time around with your healed-up party won’t fix. Don’t worry; occasional setbacks make for a more engaging campaign. . . .
Normally, the party gets to take a full heal-up after about four battles. The point of the four-battle heal-up rule is to make players want to press on instead of holing up, which is what the traditional rules reward you for.
So what happens when the party has been weakened so badly that it would be madness and suicide to press on? If the party decides to heal-up ahead of time, assuming they are able to rest, they suffer a “campaign loss” . . . At your discretion, the situation in the campaign gets noticeably worse for the party. Ideally, the campaign loss can be traced to the decision to take the heal-up. For example, maybe it turns out that someone in the party knows a forbidden prayer to the Diabolist that a desperate mortal can say to gain healing. The party gets a heal-up, but the Diabolist gets . . . something. It might also simply be that taking time to rest gives an advantage to the characters’ enemies. The campaign-loss rule is key to making combat meaningful. We all know most GMs probably won’t kill the PCs permanently, but if the PCs can’t fight their way through four battles, the game world suffers.
So that's (at least) me, Jonathan Tweet and Rob Heinsoo who have thought that the concept of
loss makes sense in our RPGing. I don't think it's ridiculous to think that the concept of
win can likewise make sense.