So I very strongly agree with you about one thing here. Destined for interestingness. Yes, absolutely. This is basically one of my guiding mantras when running a game: "Whatever you choose to do, something interesting will happen." I just do not equate being interesting with being great, powerful or even intrinsically exceptional. (Though facing exceptional circumstances, certainly.)
Anyone who is totally normal and mundane, nothing whatever exceptional about them, doesn't get to be interesting when interesting things happen. They
die. That's...literally what the premise of the old-school approach is. Interesting things happen, and 80% or more of people
won't survive them.
But to me this doesn't require to have an impenetrable plot armour. Boromir died, Tasha Yar died, Robb Stark died. You can be an interesting character that does interesting things without such plot armour.
"Plot armor" is a low jab. I don't want "plot armor."
I just don't want there to be, again
only and specifically random AND irrevocable AND permanent deaths. If a player plays stupid games, they'll win stupid prizes; that's not random, nor is a player deciding this is a good end in their eyes (even if that "good end" IS itself pointless and stupid etc., that's their prerogative).
80-90% chance of dying would be too high for my liking too. I'm pretty sure I would not like Lanefan's games that much. But I still do not want infallible plot armour either, I don't want a promise that my character will be great and powerful, I don't need my character to be like Conan from the get go. And this is especially true for D&D, where the characters can level from relative nobodies to mythic heroes. To me that is cooler if it is not destined. That I had a genuine chance to fail makes succeeding feel more meaningful and the perils faced more real.
You can still have a genuine chance to fail. Why on earth would you think that wasn't the case? Why is it
so many damn people interpret "I don't want deaths that are all three of random AND permanent AND irrevocable" as "you never ever had any chance to fail, you were always guaranteed to succeed perfectly at everything you do no matter what"?
I have never,
never, said that. I have never, not once, said anything even remotely
like it. I have, repeatedly, said that I want genuine stakes and genuine issues. I just don't think
character death is an interesting stake in most cases. I find it simultaneously boring and disheartening, which is really the worst of both worlds. I know many people don't see it that way. But death
is not the only possible way someone can fail. If it were, then you would
have to be okay with the 80%-90% death rates, because even if there's only a 1% chance to fail on any given roll, if you make that roll 300 times in a character's run, that character doesn't even have a 1-in-20 chance of surviving. Even if you only make it 200 times, survival rate is 13.4%, closer to 90% death rate than 80%.
So either you actually do agree with me that death isn't the only or even the most common failure we can consider,
or there's something wrong with your claim that you aren't interested in high lethality games. Because I dunno about you, but I'd say I make
at least 200 rolls over the course of, say, a year's worth of weekly sessions, where the chance of failure is higher than 1%. If death is the
only failure state, that's not gonna work out so great!