How to run a KUP game last and utmost lesson - You are the game

This is the last post in the series "How to run a KUP game." I know it's been a while since the others, but I'm really happy to write this one now because I have a final message that I think is really important for all players (and ideally for all RPGs).
Let's go over the last thing about the KUP model. This is about a rule that wasn't in the core rules of the playtest edition, I added it during the playtest. This is the rule I like to call the "deus ex machina" rule. When a player is facing a critical situation, he can decide to spend one or more Morality Index points to achieve an effect similar to the twists and turns that happen in movies when a hero is cornered and an event occurs that enables him to achieve success. The more points they use, the greater the success or effect in the story.
I have to admit that I was initially against the concept of saving throws, so much so that I didn't include them in the core rules (spoiler: I created an optional rule in VIII·XII·XX... but that is another story!). In a conversation with a fellow playtester, he gave me some very constructive criticism about the absence of a system to mitigate lethality in the game. He was right! Without saves, a character has no chance of avoiding a potentially lethal spell. This thought has so many implications, but that's not what this is about. This is just the start of it all.
After thinking it over, I decided that a saves system might not be the best idea. Instead, I came up with a different approach that uses Morality Index points to create a similar effect. I had two main ideas in mind: firstly, to make the game less lethal, and secondly, to make the moral choices of the characters more interesting. So, for example, if the character behave in a way that is in line with his morality, he'll get more points to save himself. The directions are a bit contradictory, but that's okay! On the one hand, I was against the concept of saves. On the other hand, I found a way to introduce them that further leverages the key concept of morality. I'll be honest, I did use the situation to my advantage, but that's not even the point.
I think it's important to remember that this is just a game. A game is all about having fun! The fun should be shared by everyone who takes part in the game. To have fun, we all have to make a few compromises. For instance, I had to include saves in the core rules. So, the message is that it's more important to enjoy the journey than to focus on reaching a specific destination. RPGs are all about having fun, and this one is no exception! I wrote VI·VIII·X with this fundamental in mind. I was thrilled to build rules to make people find fun during each phase of the game, following a logic I have boriotically called the ‘KUP model’. But, as we saw in the example of the saves, fun is all about what you think is fun, and you should always aim for that as the ultimate goal.
So, the last rule of VI·VIII·X (which is normally the first or even the 'zero rule' in many other RPGs) is to bend the game to get everyone's enjoyment. Core rules are a set of rules, and if these don't bring you joy, feel free to change them! Hey there! If this game isn't working for you, no problem! You can always throw it away and try something new. Do whatever it takes to keep the fun up! The rules you read are yours, and by ‘yours’ I mean that you are more than welcome to modify, delete, or overwrite them. Nothing is set in stone! If you find a rule in the book that fakes your fun, just take it away. The core rules of VI·VIII·X are a (hopefully good) attempt to bring fun to the table, however you are the best RPG ever! That's the only rule!