hawkeyefan
Legend
Sorry, but for a bunch of reasons that's a complete non-starter.
For you it may be. But I’m not asking you to adopt this method for your game. I’m explaining the way these games work because you asked me.
It’s like if I tried to explain soccer to you and you asked where are the players sticks, and when I explained there are no sticks, you say well then this game can’t work!
My issue with that would be if (or when, as it's a very frequent occurrence) the risk is something as yet unknown to the character. Not everything can be or should be telegraphed; and telling the player the risk when it isn't telegraphed is giving the player information the character doesn't and can't (yet) have, which in my books is bad DMing because you're putting the player in a position of having to ignore that metagame knowledge in order to play the character true.
Honestly… we’ve talked about this so many times. I understand your concern. But having actually played games that way for years now, I can assure you that your concerns are simply unfounded.
Perhaps if you took one of these games and tried to play with your group, and you and everyone else ignored the actual guidance in the book and kept playing the same way you always play RPGs… then yes, I suppose your fears would make sense.
But if you ran the game per the intended rules and principles, and your players played per the intended rules and principles… then there would be no such issues. The games work perfectly well!
This really goes back to what @Campbell said about judging each game as its own thing, on its own merits and according to its goals and methods.