@Campbell is clearly talking about the structure of play. As he says:
To elaborate, there is a structure of RPGing that looks like this:
*The GM creates a scenario, which has a goal to be attained, normally by the characters going to a place that (i) is not easy to get to, and (ii) is not immediately known to them.
*The players create PCs, whose connection to the goal established by the GM is primarily instrumental, but who have the sorts of capabilities, training and gear that make them reasonably well-suited to attaining it.
*The GM presents the players (via their PCs) with a way into the scenario, and when the players resolve this "hook" they learn the possible next steps to be taken.
*The players then work their way through the scenario until (if they don't fail) they resolve the goal.
*Action resolution outside of combat is typically either free-form ("We look around the room." "OK, you find some screwed-up paper in the waste paper basket.") or else based on a fairly simple roll of the dice to determine if an attempt task succeeds or fails. Either way, the GM generally determines the consequences of both success and failure.
*Action resolution in combat is typically via a wargame-style resolution framework. Thus a common way of failing in this sort of scenario is having all the characters die in a fight.
In my personal experience, a lot of D&D play (especially post-DL) is like this; so is CoC play. My experience of TMNT, Cyberpunk and Shadowrun is more limited, but has been like this. I've never played Marvel Superheroes, but can easily imagine it does not default to the above. Deadlands and Star Wars I can't comment on.