Excellent article, containing some good (if obvious) points. Your views on how to be the adversary are getting a bit clearer now, although it's not all 100% clear yet. In one article, you pushed for more and clearer rules that everyone agrees on, so as to remove dice fudging and player-centric rule interpretation that would remove agency from the PCs - all well and good, until you start roleplaying the enemies. So, you say, the orcs charge like barbarians and then flee when their morale breaks. Is there a function for morale in these games? I doubt it, which means it's up to the GMs discretion to decide when they've suffered enough casualities. Or any of the other situations you've described where it'd make more sense for the NPCs to do this or that to overcome their enemies, but they don't due to 'roleplaying' reasons: how, exactly, is this not fudging the dice, except by other means?
Yes, you can make it fairer in your mind by deciding in advance that "this group of 20 orcs will lose their will to fight when they've lost 50% of their numbers or their leader" - but then there's the situation where there's only one PC left alive and that PC kills the 10th orc: now it doesn't make any sense the orcs would flee. So you make it more complicated? "this group will flee if 50% of their numbers are dead, or their leader, and there are more than 3 PCs still alive" etc. Unfortunately you can't do that ad infinitum, so as any good GM, you improvise. And, preferably, you'll want to improvise it in favour of the PCs - what if you realize half way through this encounter was far too difficult, but they all fight like fiends nonetheless and are about to win, unless you follow through with your original plan of sending in reinforcements (which would mop them up in a few rounds)? They'd never know you had 'fudged' these particular encounter-dice; you don't get a nasty look for building too powerful encounters; and the PCs get to feel like they've made it through a hard-won fight. Everyone wins.
In short, all GMs, through the simple act of building a world and then roleplaying the enemies in that world, are fudging the dice. Not the actual dice rolls - I'd never do that myself either, although the WoD Storytelling system allows for a lot more of it than D&D - but the encounters and the way the NPCs react. And this is -fine-, it's all right, it's the way it's meant to be! As you pointed out in your The GM is Satan article, the GM (God) secretly wants the players to win. And it's here, rather than anywhere else, through roleplaying the adversaries, that the GM can fudge the dice (in a sense) to create an as enjoyable playing experience as possible, without it being transparent. Because no matter what you or anyone else says, the GM is still God, and working in mysterious ways -must- shape the world. With some input, for sure, but still.
There, big rant over. Thank you for an edifying set of articles, good reads and good ideas!