My daughter is only six, and is still a sore loser. I've given up trying to play Sorry! with her ... taking one of her pawns in chess can incite her to sweep all the pieces off the board ... etcetera.
Role-playing games can really bring out the sore loser in people. You spend a lot of time crafting a character, and then that character gets killed. Maybe it's by the rules, maybe you think the GM didn't give you a fair chance. Computer RPG's have savegames - you die, you go back, you pretend it didn't happen. With tabletop RPGs I've seen teenaged boys throw temper tantrums, and I've seen grown men turn to whiny bitches after a stray fireball takes their character out.
So you'd think role-playing with my daughter would be out of the question, but we can play Archipelago and it's fine. Why? Because of "Try A Different Way." Anything happens she doesn't like, she can just veto it. I have to come up with something else.
If you're a gamer, you're probably thinking: but that's cheating!
And if you're an improv actor, you're probably thinking: that's shooting down someone else's contribution. That's not cool.
I know, right? That's why we have rules. So we can agree ahead of time on what we're okay with. If we discover we're not okay as we thought we'd be, well, that's interesting. Better luck next time.
Here's the thing, though: role-playing games really are separate beasts from board games. They're stories and they can go places that we don't want them to go. In rare cases we need some kind of safety to protect us. Ron Edwards called them "lines and veils" - sometimes you need to draw a line, say, "I don't want to go there." Sometimes you need to "pull a veil over it" - do it off-camera.
Games need these safety valves whether they're written explicitly into the rules or not. (If they're not, and you don't want to allow a safety valve, your safety valve will probably be somebody quitting.)
So as long as we have this valve, why not put it explicitly into the rules? A protocol for drawing a line or veil, that tries to be fair.
And then why not let people use it for everything, so they can make the game into the kind of game they want it to be, on the fly?
Traditional role-players don't like it when someone else controls their character. But role-playing rookies new to GM-less games don't see the divide and have no problem with it. With TADW, the traditional role-player can say, "Hey, hands off my character," while everyone else enjoys what comes naturally to them.
But isn't there potential for it to be abused? You're supposed to use it when it would muck up the game for you. If you use it too often, it'll kill the momentum. If somebody's a jerk, or if they're playing to win, they could use it to deadlock the game. Well, so far in my playtests - blind or not - that hasn't happened.
BUT it's very complicated to explain. Sometimes you can push back against another player's contribution 'in-game': "I cut your hand off" "No, I pull my hand out of the way!" - and sometimes 'out-of-game': "I kill you dead" "Try a different way! I don't want my character to die just yet." Trying to explain the difference and keep the rules light is a serious challenge.
I think the answer I'm going to go with is to borrow from In a Wicked Age. With IAWA, you can say, "Wait, no, that doesn't happen" - but then you roll some dice. And you can lose. But then you can choose - do I give in and let the other player have what they want, or do I exhaust a limited resource which will result in me having less narrative authority and possibly my character's death?
In other words - although your character could always die with In a Wicked Age, nothing else will happen unless you're okay with it: "The soldier rapes you." "No he doesn't." (Dice roll - the king's player wins, but the loser narrates.) "He threatens me with his sword - I run - he slashes at me and I get hurt - but I'm not raped."
There's one kind of line/veil that, at first, this doesn't seem to cover: what if something you can't stand happens to someone else's character? You have recourse there as well. "The soldier rapes him." "No he doesn't - I rush to his aid and stop the soldier."
So ... that's where I'm going with the next draft of That's Drama. You have a hand of cards and you can trump to get your way - but you can also expend a card permanently if you really don't like where the story is going. The worst that'll happen is you use up all your cards, and your character will have to exit the story. (I'm softening In a Wicked Age still more by saying they 'exit the story' rather than 'they die' - maybe they leave town or something.)