It's my understanding that both OSR and storygames arose as a strong reaction to the predominant strains of play in the 1990s and early 2000s, so it doesn't surprise me that products from both styles of game sometimes come across as having something to prove and, however deliberately or inadvertently, come across as crossing from trying to contrast themselves from mainstream games over to belittling mainstream gameplay. (I'm taking your word for it in the case of PbtA games, while I have seen that kind of attitude on display in OSR games and blogs; the lack of such talk is one of the things I really appreciate about, say, the writing in Kevin Crawford's [X] Without Number games.)examples" in my post 306 was an attempt to acknowledge that - that might not have come out clearly?