Manbearcat
Legend
Absolutely. A significant part of the reason to reduce or eliminate the need for the GM to act as a referee is so that they can be emotionally invested in the characters, seek to put them through the crucible and see how they come out on the other end.
@FrozenNorth , I agree with @Campbell above and I also agree with what you've said, but I want to make sure that we're all on the same page here. That is because, sometimes, people who do not play games where "be a fan of the player characters" is an organizing principles get confused as to what exactly that principle means.
What that principle means:
* Engage with the player character's dramatic needs. Follow player and system cues as to what that is about, follow player breadcrumbs when they introduce content that pursues that and frame scenes that put provokes and tests those dramtic needs. It is a statement about "what is the nature of conflict in our game?" If the answer to that question is "what the players have flagged via system and direct input" and you're relentlessly engaging with that, then you're "being a fan of the player characters."
What that principle does not mean:
* (a) Having a preferred outcome in favor of players and/or (b) executing a preferred outcome in favor of the PCs by putting your thumb on the scales.
TLDR: Its about the nature of content-following-protagonism and who decides what that protagonism is, not preferred outcomes or thumbs on scales.
EDIT - @pemerton , I'm working backwards and barely following along! I just grabbed a snip of something I briefly saw and it was something I could comment on quickly so I figured I would! Though I will gladly retcon a "ninja'd" into my post for you

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