I wonder if the divide in "yes fudge, or no don't" is also fed by a desire for "realism/simulationism".
Not in my case.
Villains & Vigilantes has falling damage that is IMO way too deadly for the superhero genre. Apart from that, and maybe a handful of powers, though, "accidental" death even of the Norman Schlubs of the world (much less the powered-up PCs) is not going to happen unless you get careless with nuclear bombs -- and even Schlub has a 40-50% chance of surviving the blast from a "small" one.
It's easy to keep characters alive in a comic-book game. It can be even easier than V&V's Power Points. Giving each PC one or more "lives" to spend, basically a way for the
player to "fudge" without fudging, is one way to go. Renew those periodically, but let the players know that pressing on without one is playing without a net. (Of course, trademarks in comics are rarely allowed to lapse, and so a good character seldom
stays dead!)
The original
Dungeons & Dragons was, quite simply, designed to be deadly to low-level characters and to present a risk of "permanent" death even to the most powerful and longest-played. That was just the game, not any kind of universal statement about anything.
I can see "fudging" as part of an approach that comes from seeing the business really as "collaborative improvisational theater" or the like, but that's not where I'm coming from. I don't want the mere appearance of a game, as some sort of aid to story-telling. I just want to sit down and play an actual game. If it's a game about telling a story, then I want the same thing.
If I want my character "saved", then I will take the resources to do it
myself, thank you very much!