Dropping James Bond or the Doctor is not forbidden. Just killing him. The laser beam scenario could be a point where "all bets are off" and the Death Flag is raised.
But, again, what if it isn't raised? What if the GM establishes Goldfinger's "No, Mr. Bond. I expect you to die." and the player does nothing but sit back because he knows
something will happen to save him. Has the death-flag mechanic delivered the kind of story you are looking for?
IMHO, and IME, the mechanics determine win conditions, and the mechanics determine what the players have available to meet those win conditions. If the player can't think of anything to save Bond, he simply isn't going to raise the Death Flag. In fact, I can think of no reason whatsoever that would compel a player to raise the Death Flag under the circumstances described. That would, quite simply, be the easiest way to fail to meet the win conditions of the game.
Main characters don't die often in
Doctor Who, but they do die. Katarina, Sara Kingdom, Adric, K-9 Mark III (replaced by K-9 Mark IV), Dr. Grace Holloway (raised), Chang Lee (raised), "Captain Jack Harkness" (later raised & killed multiple times), possibly Peri (do you believe the Matrix or the Master?). In my game, when a time lord regenerated, another player took that character over, so it meant that "dying" removed your ability to play that character, even if the character went on.
Or there is a secondary stake - yes, you still get out if you fail your "Escape Artist" roll, but give your enemy enough time to succeed at a part of his plot. (And remember, villains do always succeed at something in Doctor Who or James Bond.)
This doesn't require a Death Flag mechanic.
Not if the random chance fails at delivering the stories I enjoy. I don't want to just to experience/create any story that comes out, I have certain concepts in minds. This starts even without narrative mechanics - if I create a Monk character I have different expectations from the story then when I play a Sorcerer.
You can emulate survival-guaranteed with survival-optional. You just lower the threshold of danger. Make your PCs 10th level and their opponents 1st level. Give those opponents means to thwart the PCs that don't rely on combat prowess.
I don't believe you can emulate survival-optional nearly as well with survival-guaranteed. In fact, I believe it to be a stretch to say that you can emulate it at all.
The thrill is created from the question: "Do I succeed at my characters goals" not just "Do I survive".
This thrill is not limited to survival-guaranteed gaming. "Survival-optional" doesn't mean "You gonna die, horribly and soon!"
It was something I hadn't, at that point, ever thought about. I haven't been playing that long then. But the idea that it could just be there because I needed it was new to me. It was something I had never thought about till that point in my role-playing experience. It was, of course, when I had little experience with RPGs.
And it has little to do with the point you were trying to make.
Yes I did. Because it isn't.
In our death-lite D&D campaign, the mechanics still produce all the "real" in-game dangers that all-options-on 3.5e can produce. We just ignore (or edit out through various means) the lethal results. This works for my players because they "pretend the fake dangers are real".
I have a set inclusive of all whole numbers 1-10.
You have a set inclusive of all whole numbers 1-10, but you decided to remove 8-10.
You then claim that your set is as large as mine.
Hopefully, you understand why I am not convinced.
RC