And despite posting the original comic strip you still manage to get it wrong. Calvinball is not “no set rules” it’s where the rules arbitrarily change at the whim of Calvin. That’s a distinction that makes a world of difference.
"No set rules" and "the rules arbitrarily change" is a distinction
without a difference. The only meaningful issue becomes when/how often the rules change, and if there's an agreement not to allow them to change within certain parameters (whether for a duration, such as "not for this entire campaign" or via a specific methodology, such as "we all vote, and there has to be unanimous agreement," etc.) then at that point you've essentially ceded the argument. Because then, what you have are set rules (which necessarily restrict and limit things), with the option to switch to what's essentially a different set of rules.
In other words, you're playing one RPG, until you switch to another.
The implication being that the rules arbitrarily change at the referee’s whim…which is not how rules light or FKR or free-form or any other “lighter than you’d personally like” games work. Doesn’t matter how many times you say it, it’s still not Calvinball.
Just because the proponents of such styles of play don't want to call it Calvinball doesn't mean it isn't. That's really the FKR version of the Rule 0 Fallacy: just because you can fix it doesn't mean it's not a problem. In this case, "fix it" just means that there's limits placed on who changes the rules/when the rules are changed/how they're changed. At which point, you're back to set rules.
Having a toolkit for designing what is essentially a game system doesn't undercut the point that some decisions have to be made about what's allowed, how things work, what's balanced, etc.
So why does that have to be some designer in an office somewhere else instead of the person sitting across from you? Why does it have to be months or years before you sit down to play instead of as you sit down to play?
You're introducing a
lot of considerations that were never put down anywhere, i.e. "office," "months or years," etc. I recommend responding to what was actually
posted, rather than a caricature.
You can make up rules by committee, if you find that more satisfying. But having a clearly-delineated set of guidelines for how the game functions is the endpoint that's reached. Tweaking, altering, hacking, or homebrewing after the fact doesn't really change that. The very act of having a set structure is necessarily going to rule some things out, and make other things less than ideal, and that's okay. Not having
everything be on the metaphorical table is not a fail-state.
None of that is dependent on rules, as in game mechanics. That can all be decided by the people at the table in the moment.
Which are still rules, just made by committee in the moment. Once they're laid down, there's an inherent expectation that they'll be adhered to from then on out.
As someone who regularly plays super-light or free-form or FKR games, I can tell you you’re wrong. Stacking the odds in your favor in the fiction…diegetically…always influences the roll.
The only person you've proven wrong is yourself. Literally, you just posted that you can have a rule where there's an opposed 2d6 check, higher number wins. That unto itself has no diegetic modifier for actions the PC undertakes. If you want to fold that in, that's a new rule, and the expectation then modifies interaction going forward, setting limits and restricting choices in various ways. Unless of course you're "arbitrarily" deciding to change things in the middle of play so that the opposed roll now has modifiers based on the players' descriptions of things, in which case you're back to Calvinball.