The PC in question was a mute white ape, called "The White Ape". The game uses a variant of the Into the Odd ruleset, which basically balances out character generation by giving statistically weaker PCs better/more interesting stuff to start off with. I rolled ridiculously good stats, so I ended up with a difficult starting position: hence, a mute white ape.
I decided early on that my white ape was not going to be a raging John Carter of Mars-style brutish simian, but a contemplative, Buddhist, vegetarian Orang-Utan figure with unusually progressive attitudes. While he was immensely strong and hence useful for that purpose, he tended to rely on his strength reluctantly. He was accompanied everywhere by another PC, an old woman, who he carried around on his shoulders, and who was ostensibly his "mistress" even though they were both classical liberals opposed to slavery.
Playing a mute character is tough. You can't really contribute a great deal to any sort of planning or interaction with NPCs. But I was interested in the white ape and how things were progressing for him.
Last session, for complicated reasons, it was decided that my white ape was going to enter into gladiatorial combat with a crab-man at a festival for the sake of a bet. The crab-man was owned by a powerful slug-man merchant who it already seemed was going to turn into some sort of arch-enemy. There was a lot riding on the bet: if we won, we would receive a big payment of the food which we needed for further expeditions and prevent our hirelings deserting us. If we lost, we would lose vast riches and be in even direr straits than before. (You may legitimately ask why we took on the bet in the first place rather than just buying food - we couldn't do this because, I think, the counterparty to the bet had lots of food and wouldn't give it to us through a straight trade.)
The white ape was a little reluctant to participate in these brutish games but agreed to do so for the greater good, and played up his role by acting as ferociously and aggressively as he could. The fight was an entertaining back and forth in which the white ape showed off his judo skills and the crab-man use its speed and armour to inflict serious injuries. Eventually the white ape ripped off one of the crab-man's forearms and began opening and shutting the claws in mocking triumph while the crowd bayed for blood...
At this point, if games were like films (or if we were playing a game which excluded random elements or the DM was in favour of fudging) my white ape would have gone on to win the fight and be lauded for his bravery and strength. We would have got the food we needed, made an enemy in the form of the slug-man, and my white ape would have won greater respect from the party and also perhaps further developed a conflict in his character between societal expectations of brutality and his own sensitive nature.
But instead, the crab-man had one last attack which gave the white ape a serious injury, I spectacularly failed a save, and the ape was finished. He lay there semi-conscious and hors de combat, trying to communicate to the crab-man that there were no hard feelings and that the two of them were, in the grand scheme of things, mere pawns together at the whim of the imperialist forces which oppressed them. Rather than suffer the ignominy of having the crab-man finish me off, the leader of the party blew the white ape's brains out with a pistol. We lost the bet and most of our wealth and now we are in an even worse position than before.
This is what dice and randomization can do - they throw off what might be thought of as narrative convention. If you were telling a story or playing an RPG whose aim was to consciously create a story, you would not have allowed this to happen - bathos is not conventionally satisfying. Some DMs would have fudged the crab-man's attack roll or figured out some way to let the white ape survive because the session ended on such an anticlimax. But that is not what we're playing for.
Rather, we're playing to see what happens. The more I think about it, the more it seems to me that there is space to make this an explicit goal or design choice in a set of rules for RPGs.
The model for a good RPG campaign is not really a film or novel, but a shaggy dog story. That's not to suggest that what goes on in the game has to always be funny or frivolous - but rather, that it is a long and ongoing process of events which are connected to each other by a thread of cause and effect (however loose), not conventional narrative drama.
Think of it this way. An RPG campaign is a concatenation of events. A happens, which causes B to happen, which causes C to happen, all the way to Z and back again. What is interesting is how, after the event, you can see how all of those events were connected. The satisfaction comes from being able to look back at that long chain, at each link in it, and see retrospectively how it all came to pass. An unpredictable and impossible-to-make-up sequence of happenings all following on from one another as if they were following some strange path that was not at any stage consciously created. If there is any point at which the chain of causation was fiddled with, by connivance between DM and players or by fudging, it seems to me that something is lost. You can't, at the end point of a campaign, look back at all of the things that happened and say, "Ah, yes, what a great long chain of surprising events, all connected to one another in interesting ways by the mystery of chance and the phenomenon of causation." Instead, you have to say, "Ah yes, what a great long chain of pre-planned events following the conventions of narrative." The former seems more interesting to me: like a documentary, history book or biography rather than a novel.
Indeed, maybe those terms are more useful even than "shaggy dog story" - an RPG campaign is archaeology rather than fiction: an archaeology of made-up events that you can only uncover by looking at it backwards. It all makes sense in the end, in its own way, but not because of convention or cliche - but because it couldn't be otherwise. It is what happened.