Here is the statement on p 2 of the Basic PDF:
Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. . . . The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win.
I don't know that it's completely milquetoast. I think the bit about having a good time is, in my view, "well, duh". But the bit about a memorable story being important isn't. Gygaxian D&D, for instance, doesn't really say much about stories.
What if the experience you want is telling a memorable story, and you think a particular systems isn't particularly likely to produce that?
Or, if that is to be precious about RPGing experience, then what is the point of saying that achieving such an experience is the goal of play?
Conversely, if
any RPG experience is meant to count as producing a sufficiently memorable story, then the remarks about story
are milquetoast.
This is what I was getting at upthread. Further, its why I used the example about a coach non-responsively addressing the media when being asked about his "keys to victory" before the game or "what adjustments they have to make at halftime" going into the break. He uses "coach-speak" to intentionally be utterly unresponsive to the question in any meaningful way but simultaneously fulfill his requirement of "talking to the media." His statements are intentionally milquetoast because (a) he doesn't want the other team to derive an advantage from his words, (b) he generally has disdain for either the media or the process, and (c) he doesn't have the time nor the inclination to say anything of consequence. As a result, his lips move but he says absolutely nothing of value.
Saying "play to have a good time" couldn't possibly be more milquetoast and uninsightful. Further, given the "natural language" angle of 5e, creating a memorable story could be both in-game and meta. I mean, I've long talked about memorable pawn-stance dungeon crawls with buddies well after the fact. We've got lots of memorable stories derived from such play. This dovetails with the conversations we've had with howandwhy about the conversation of rpg play automatically leading to a "story" no matter how trite. Fictional characters in a shared imaginary space "doing stuff" as a mutual gaming experience equals story whether its specifically aimed at or not.
And what is the alternative? Has there ever been an interchange such as:
Bob: Alright guys, I have no idea what we're supposed to do with these RPG pamphlets/books.
Jack: Yeah, me neither. I know we're supposed to play with them...but when I'm being the..."dungeonmaster" is what the book calls...what should guide my...errr DMing? Like...when I set this DC for tracking...or when you guys think stealth works like
this but I think it works like
that...what tells me if I'm GMing right?
Tammy: I KNOW I KNOW! JUST REMEMBER THAT WE'RE PLAYING TO HAVE A CRAPPY TIME!!!!!
Samantha: Uh....that sounds lame. Why don't we just play Risk instead? I'd rather have a good time...
Tammy: OH YEAH, WAIT WAIT! THAT IS BRILLIANT SAM! WE'RE PLAYING TO HAVE A...GOOD TIME!
<Round of applause and backslapping and high fives>
Jack: Ok, Ok. Now that
that is settled. I'm hung up on something else. This activity that we're doing. Do we want what comes out of our play to be memorable or forgettable?
Samantha: .....
Tammy: .....
Bob: Ummmm forgettable?
Jack: Works for me!
<Second round of applause and backslapping and high fives>
I find them both to be the TTRPG equivalent to "coach/player-speak". The pen is moving on the paper, but nothing insightful or of consequence is being written. Its contrasted so very easily with all kinds of focused GMing advice and system directives in other TTRPGs.
Again, I think that is the point though. The 5e devs furiously sought to avoid "skip the guards and get to the fun!" They so deeply wanted to not exclude any playstyle or offend any sensibilities that they ended up saying something so inconsequential, so uncontroversial that they effectively told a starving man to eat some food.
@
Kamikaze Midget, Please understand that when we have a conversation akin to this, I'm coming at it from a GM perspective. PC build complexity, or lackthereof, doesn't enter into the equation of my thinking. Among the things that align my thinking are (a) clarity and elegance of the resolution mechanics/play procedures, (b) focus of the GMing principles/advice/system directives, (c) genre coherency, (d) the feedback system of xp > player goals with respect to what the rest of the system pushes play towards. For instance, when I first read Dogs in the Vineyard, I thought it was probably the perfect marriage of those things. I've run it tons and tons since then and run tons of other sytems. While b - d are still absolutely perfect, I've found that the elegance portion of (a) can absolutely be improved upon (and it has been in future systems, dice pool or other).
Further, regarding GMing, I consider the mental overhead of running 4e to be infinitely less than running a system like 5e where I'm expected to be heavily involved in the actual establishment and interpetation of the resolution mechanics in-situ. With 4e, I'm juggling a minimum number of balls from a rulings perspective. While the PC build mechanics might be heavy, the resolution mechanics are so utterly lean and intuitive, the math and budgeting so proper, that I can run a session with an index card worth of relevant rules/DCs on the fly and have it be exactly what I'm looking for. I can just let the system's clear play procedures and math do the heavy lifting and focus my effort solely on filling the PCs' lives with thematic conflict and playing that conflict/those antagonists to the hilt.
Regarding your points about
unreasonable expectations or
unwillingness in compromising in leisure activities. I'm going to give you some biographical information about myself. If you would, I'd like you to comment on it so I can better understand precisely where your thinking lies. I think your application of your philosophy on real-world examples will make your meaning much more clear.
Golf
I played baseball through college. Therefore, golf was a natural fit for me athletically and technique-wise. I started to play. It was a natural fit. It came pretty easy and I was regularly shooting 42 - 45 per 9 from literally the word go. I was playing all the time with some buddies or even a round of 9 by myself. It certainly wasn't inexpensive (from a $ perspective or time perspective).
I'm a naturally competitive person with high expectations of myself. It came so easy and I wanted to get better (I wanted to regularly shoot 39 per 9 holes). I started working on shaping shots left to right/right to left. In order to do this I had to fiddle with my mechanics and develop a reliable fade and draw on demand.
Hubris. My level of play was a hell of a lot more tenuous than I had originally believed. I utterly screwed up my natural swing and developed the "yips." Instead of knocking 3 strokes off per 9, I added about 6 or 7. Whereas initially I was regularly shooting in the 80s, and I was aiming for shooting in the high 70s, I was now regularly shooting in the 90s.
Over the course of the next 6 months I became more and more frustrated. I developed a bit of a nagging wrist twinge to go with my frustration. I quit cold-turkey. I've picked up clubs only 3 times since then.
That was 14 years ago.
Cards
My card-playing buddies and I used to love to play money games of spades or hold 'em. We couldn't really play without the excitement of something on the line. If someone at some place randomly wanted to play cards, I would either bow out if there was another player available or I would play if required...mentally engaged to the small degree required but wholly unenthused/disinterested.
Now, don't get me wrong. I absolutely love cards. But I also love gambling. Mixing the two created higher stakes that were intoxicating enough that separating them out would mute the love of cards.
We haven't been able to play in many years due to various reasons. Now, I can play cards again and the sheer enjoyment of playing is no longer muted.
Play amateur psychologist for me. Break down the above two scenarios and apply your TTRPG perspective mission statement that you have outlined. I'm honestly curious and seeking clarity. I won't take offense. You can classify the psychology behind those two anecdotes however you see fitting.
EDIT - Oh and quick addendum. I hope its understood that I have run TTRPGs under every single agenda out there under dozens and dozens of systems. My interests do lie primarily in running focused games with strong narrativist bent or a wholly "story now" engine. I enjoy running sandbox exploration games with a persistent world and process simulation. I enjoy running pawn stance dungeon crawls and hex crawls. I enjoy running the stray Cthulu or Dread game.
I don't think 5e is a bad system and I'm sure I would enjoy running 5e well enough (I don't even remotely have the opinion of it that staunch 4e detractors have of that ruleset). I think its the 2nd best iteration of D&D to date and I will probably use it for future one-off dungeon crawls. However, my TTRPG play must be rationed as my leisure time generally is limited and specifically limited for TTRPGs. Therefore, I always aim to maximize the enjoyment of myself and my players by mostly (but not exclusively as we try out plenty of games for one-offs) playing systems that produce the play aesthetic we're looking for and playing genres that we're interested in.