Alas, I'm in outback Australia (and I've got one of those Social Media profile histories that would get me instantly deported on a plane to a non-disclosed hell-hole if it was checked by ICE agents, so there's no chance I'd be coming anywhere near the USA for a while). I did just look up London's "Degenerate Fox" group... so that would definitely be worth considering if I were in the area.
With regard to not having a win/lose condition…hmm…I’ve thought deeply about this. If we’re going with the notion that a game doesn’t require one (or more) player to win and the other(s) to lose, then I’m in agreement. I’d actually like to think that most TTRPGs are special in that regard because they actually work best through the collaborative victory of a shared story. As someone who has studied education and childhood psychology, I’ve found many references to game playing as a valid method for educational enrichment in a liminal space, and just as many indications that we learn through pushing ourselves toward risk and often gain more insight from our mistakes than our successes. Improv Theatre sets up a similar liminal space, and even if we’re portraying a character that is ourselves, we’ve established a safe-zone to do so, a zone where our risks can be mitigated by retreating from the liminal space once we’re done. If there’s risk, there’s always a chance of failure (even if that failure is simply a neutral lack of success and a period of wasted time trying to get there, rather than an active penalty result).
Maybe I’ve thought too deeply about this.