Danny, I think the point you're still missing is that nothing is set in advance.<snip>
The player and the GM then have to agree to the stakes; if they don't, they never get to the Initiation step, and the GM's suggested consequence will never come to pass.
Didn't miss that at all- got that.
But my point is that the GM is still setting the lethality of the environment & certain actions as he sees fit- that whole analogy of setting the table?- which can be a major factor in controlling the lethality (or lack thereof) in a campaign.
Sure, the GM can choose "you die" as the consequence to everything, but you're going to get a pretty boring game if that happens; as a player, I'm not going to agree to those stakes unless I'm willing to risk my PC's death.
I agree, and that would be the same in any system.
This isn't like D&D or HERO where a player can have their PC walk into a room and then the GM says, "You just stepped on a pressure plate. Make a Reflex save to see if you take half damage from the guillotine trap." This sort of "react to the GM attacking you" stuff just can not happen. The scope of the conflict resolution is larger than that, and the stakes have to be clearly stated, up-front.
I'm pretty sure you could state to the players "You're entering an area controlled by a misanthrope known to set deadly booby traps- mostly poison crossbow and/or shotgun traps- to prevent unauthorized entry into his home..." etc., and still have similar effects. The players are notified up front of the potential consequences of entering the area and can still choose not to enter. They could choose to enter, searching for traps or choose to confront him on a battleground of their choosing.