It's not like anyone was helping me... Well, maybe one or two people, but they were very minor helps.
Anyone who takes the time out of their day to tell you how they feel about something is helping you. Everyone on this thread who has taken the time to look at what you are creating and has suggested ways to make it better is helping. This is not an argument unless you let it be one, this is a discussion, the discussion is gift.
Now, for the purposes of reason and the fact that I simply cannot afford to keep spending time here, (I apologize for that Tarran, I would spend more time discussing this if I could.) I will summarize my points.
Misgivings
1. Making the players non-special will greatly increase the lethality of the game. This can be incredibly frustrating in a combat based game. (Example, Arkham, BD getting his ass owned by the ground because I didn't want to make a player exemption in the basic rules.) I do not think it was fun for him to be so easily near-killed.
2. Causing the players to be only casually involved with the story may create a feeling of frustration. Being in a squad in the battle of Narvik would be less exciting than being a squad in the battle Normandy. The feeling would be somewhat akin to those blasted protect X NPC missions that you always get in games. If the NPC dies and you lose because of it, the feeling is far more #*&#^!!! than if you had personally died.
3. People enjoy finding the plot-sword as long as it's done well, I understand you frustration with the trope, but in that case it may actually be for the greater good. A number of important conflicts have been settled IRL by the discovery of the infinity+1 weapon. (Hiroshima and Nagasaki spring to mind)
4. Players enjoy a feeling of power, something that you might endanger be making your plot too rigid. If the players want to sell out their people in a traitorous deal to an alien entity, thus elevating them suddenly to a centrally important plot position and not merely the RTD focus, then they should be allowed. As and aside, I do not believe it possible that you know how far I intend to adapt to the plot around you in D-22, so your earlier comparison to plot stiffness is somewhat confusing.
That's it from me. Every point I've made thus far (relating to RTDs, the philosophy of Assumption is a topic for a different time) stems from those four points. Don't refute them, don't post about how I'm wrong for thinking them, just look at them. From there you can determine whether you think they matter enough to make changes for.
It's your RTD, you have end say about what goes on in it. So if you really don't care what we think about it (and thus far that seems to be the case) you don't have to change anything, you can run it as is, and I guarantee you that you'll have a full house of players within twenty-four hours.
Assume people aren't being jerks for the sake of being jerks, and suddenly perceived attacks become misunderstandings.
I salute your philosophy.
Edit: Damn migrating custom tags.