If he's doing it in a group and everyone's having fun, I think "masturbation" is not the right metaphor. Surely we've moved on to sex, yes?
He's the one who started using it, I was just borrowing his terminology.
Winning is as much about having the best character stats as what you do with them. Having the best tools is no use if you do not know how to use them, but to have the best odds of success, you'd want to use the best tools. The characters nearly always face a chance of losing in DFRPG, no matter how good the character. This is a fact of a system with dice. Hence the characters do face adversity and challenges, just that a well built and optimised character reduces that to a mere possibility instead of failure being probable.
That's really not what you said, though. You said by building the character, you had already "earned" the right to win, and it was the GM's job to lob softballs at you so that the possibility of losing was remote at best--and that if the GM had been so callous as to make something that had a real chance of defeating you, they were doing it wrong.
"Adversity" and "challenge" implies the character has
difficulty. Adversity is something that has to be overcome--i.e., you're starting out with some kind of disadvantage. Challenge implies the character is...well,
challenged--not doing something that he's all but guaranteed to succeed at barring a freak accident of the dice...which you can mitigate or outright undo with a single fate point in a lot of cases.
I disagree. I like fan fiction. Most of the time, I do not think they suck. Well they may suck, but in a good, enjoyable and fun way. It's about your character always succeeding with there being a minimal chance of failure.
...To each their own, I guess. While I enjoy a character being awesome, it just feels flat if they don't have to work for it.
Hopefully, yes. No effort is good. No effort is fun. And this is one thing I like about DFRPG, and as you have pointed out yourself, you can build a good character with a little effort. But I think you are wrong. The character has to put in effort, but if I had built the character right, I do not.
If you're not putting in any effort, though...what's the point? Why show up? Why play? It just seems so...empty of the game's basically decided in your favor without you having to do anything.
How do any of your games last more than a session of there's nothing even slowing your characters down?
I mean, imagine this applying to...well, just about anything else, really. The Devils and the Rangers are playing, but statistically speaking, Martin Brodeur is one of the best goalies of all time. Therefore, the Devils win and the rest of the game's a formality? Granted, as a Devils fan I'd be largely in favor of that, but what's the point?
What if your character is eaten and there is no come back? Given the choice of utter defeat and total success, which would you choose?
I feel like a lot of people either forget about concessions or don't understand what they mean. A concession is a
gameplay term and mechanic, not a plot term and mechanic. When someone takes a concession, that doesn't mean that the characters stop fighting to negotiate (in most cases), it means the
players stop fighting and negotiate.
A Concession and a Taken Out might well be narrated in the exact same way. Going with the dragon example, the combat ends with the dragon smacking the character out a window, then leaving with the macguffin. If it's a Taken Out, then yes, maybe the dragon kills you. But if it's a concession, it might be that you landed in a tree which broke your fall. Or you grabbed something on the way out and didn't fall.
The most important thing to remember about resolving combat in Dresden is that
not every fight is to the death. In fact, the vast majority aren't going to be. Concessions exist to give you an option to end combat beyond, "Everyone on one side or the other is dead."
Failure doesn't mean death in DFRPG. It might, but there are
tons of other options.
Anything which ends the story prematurely should be avoided, if possible. An interesting, engaging defeat is not the end, no more than success should mean that there is never another challenge.
This needs to be highlighted, because I think it states my point well--I consider "We're awesome at everything and never face a real challenge" to be something that will end the story prematurely.