stuff
I never said that losing was bad. I said that people like winning. The fact of the matter is, people are going to want to try and do everything that they can to try and win. If we lose, it happens. It sucks because it's not the ideal, but it happens. You say it's better to lose in a character-rich game, I would argue it's better to win in a character rich game. You keep acting like planning and the like is the killer of everything. I argue that plans are the background that can be supported by good character interactions. For instance, over in FH we're in a bit of a less than ideal situation, but we're still working with characters IC since we let Senija kill a boss after letting Harlan steal weapons etc. And then we planned some other things because there isn't a specific IC need to do things. You're acting like making plans ruins creativity when that's just straight up not true.
There's affecting people and there's *affecting* people. Having your actions affect people is fine. Having your actions get other people killed is not ok. And yes, I would get pissed at a GM that made a too hard boss that resulted in my character getting killed. That's not fun. My character getting killed because someone else does something stupid for the sake of IC is not fun. If Adrien had gotten anyone but himself killed, it wouldn't have been fun.
You're stuck in doing things your way and refusing to admit that there's potential for melding of the two. Planning is not the be all end all but it is useful at points. Character interaction is very important. But it needs to be balanced with working to make sure the RP continues in a way that isn't constantly running the risk of everyone dying because that's stressful and not fun.