Thank you so much for these thoughts! I love that you're adding ideas to each submission. You're right in identifying that the "game" aspect is a bit lost in this manifesto; my primary goal was to put forth some ideas specifically for players, although I hope designers can find value here, too. I think you're also right about risk being the connective tissue between Neo-Futurism and the "game" part of TTRPGs. Hopefully it's not controversial to say that a game doesn't require a win/lose condition to function as a game. But roleplaying games, to me, always require risk, because simply playing as yourself or in a role necessitates vulnerability. "Lead with vulnerability / Make a fool of yourself."
If you're anywhere near Chicago, New York, or London, there are Neo-Futurist ensembles in each of those cities that you could go see. The London ensemble performs as "Degenerate Fox," if I recall correctly. I've been kicking around the idea of trying to form one (officially or unofficially) in Philly, too.