I haven't played in RPGA, but I don't agree that the only joy in RPGs is defeating death.
One of the most memorable games I've ever played is
Portal on the Amiga. There was no way to die. There was no way to lose. There was no CHALLENGE at all. In fact, the "game" was nothing more than clicking through different screens to figure out what was going on. And that was what was so compelling. I spent hours up late at night because I was so interested in the stories that I needed to find out what happened next.
Some of the other games that were most compelling for me were the Lucasarts adventure games. Yes, there's NO WAY TO DIE. They're still fun as hell.
It's like movies. If you're watching an Indiana Jones flick or a James Bond movie, you know the lead isn't going to die. If you watch some big action blockbuster, you know the good guys are going to win in the end. Is it less fun? No, because the point isn't where the movie ends, it's how you get there.
This is a play style thing. Spoony seems like he wants a more tactical, rigidly interpreted game, where player skill is measured. Sounds like the RPGA (at the time at least) was less about testing the players and more about letting them try character concepts over multiple sessions without having to worry about getting scragged in a flavor encounter.