And that would suck...if that's what we were talking about.
That is what I'm talking about. The orc situation I mentioned above was that 1 in 100 situation. I had no "trump" at my disposal, no recourse that could have saved my ass. I had many similar situations in DoomRL. Eventually, in all probability, a game is going to end that way. I've been surfing RL boards for a while now, and have seen a lot of experienced gamers say things like, "Not that I've ever beat such-and-such RL, or any RL for that matter..." or "I've hardly heard of anyone beating it." Are we saying that a majority of gamers, and not just any gamers, but pretty hardcore gamers who are playing on a higher level than your typical GTA-Madden-Mass Effect-Wii Sports-playing gamer, pretty much suck?
Games without an explicit narrative often give way for the player to make one for themselves, and that's usually what roguelikes allow for.
But there is an intended plot. Delve into the dungeon and retrieve the Amulet of Yendor, for example. The plot is pretty flat (with the climax and conclusion being almost identical), but a plot is there. And theme is there, too, even if someone flubs it up by doing something like putting kobolds in a Middle Earth game. These all contribute to a narrative.
Not taking responsibility for the more creative aspects of the game is a cop out. Look at Diablo, which is often categorized as a RL (I'm not 100% sure I agree, but whatever). It had plot, theme, an internally consistent setting. They really covered their bases and even built on it for the sequel. The short of it is I don't think a RL is helping itself by cutting creative corners.
Where's the journey in Minecraft, or Civilization, or Sim City? Where's the journey in League of Legends, or Counterstrike, or competitive Starcraft?
If we're looking at RLs in that regard, then I suppose I should look at it like a tabletop RPG and focus on the system (which I do with any tabletop RPG). To be frank, I've fiddled with a fair number of RLs, and have yet to see one with a system that dazzles me. Sil does some interesting things with its system, but other than that, I've only seen a bunch of unoriginal, clunky systems lacking in elegance. I mean, so many games are derivative of d20 (which is rubbish for so many reasons), or some incarnation of D&D. Most of them have pretty much the same gameplay, too. Use items to identify them, zap wands, drink potions, bump to melee, etc. It's all the same.
I suppose you could also look at it like one of those kinds of books that talks about a thousand years of the big bad, with hundreds of heroes dying at his hands, until that one hero comes and beats him.
There's a reason why people tell tales of the hero that survives, and not the hundreds of poor schmucks who died attempting the same thing. I think permadeath should and could be utilized better so that your characters' likely deaths would be more interesting.