Oddly enough, I agree with what you say here but not entirely with the blog you quoted.I wanted to address something that has come up a couple times in this thread. There seems to be this idea that the campaign or story could be ruined by actions one of the player characters take. I really do not think our games or our characters are these fragile things that need protection. I contend the opposite can often be true. Exposing the things we love to real adversity or genuine transformative change is when we find out who they really are and what the world is really like. Play is really only interesting in motion.
At the end of the day none of us can really say what is or is not the right call for any moment of play. It is a judgement call and it will never be perfect. We should not expect it to be. Part of what makes this medium so compelling is how raw, authentic, and messy it is. I think we all owe it to ourselves to embrace the mess.
This passage from one of my favorite blogs gets to the heart of how stories are seldom really ruined.
The story can be changed, altered or amended in a myriad of ways both minor and major - but it can never in the end be truly ruined unless it is outright ended by somethng like a TPK. Even someone maliciously out to wreck the story is only going to end up changing that story to something different. "Ruined" is in the eye of the beholder; and while one person at the table (usually but not always the DM!) may think that some unexpected changes that just happened are a story-telling disaster, another might think the story just improved a hundred-fold.
Thing is, "any other game" has far more constraints (borders) and directives on it than does an RPG.My preferred solution for we all want different things dilemma is to just try to follow the directives of the game we are playing. In the absence of clear direction we make up an agenda and broad principles for this particular run of the game. Basically treat a roleplaying game like it were any other game.
Even though many RPGs have tomes full of rules they're still way less constrained in some ways: there's no final endgame, there's no outright win condition, there's few if any limits on what can be done within the game's parameters, and many of those parameters are guidelines rather than hard rules anyway. A player in an RPG has gobs more freedom when it comes to in-game action than a player in pretty much any other game.
Treating it like it were any other game becomes, then, somewhat self-defeating.