Prove it. Show that a crunchy system causes players to have less ingenuity or "less room for skilled play."
Is that a well-formed action declaration for the "crunchy system"? In Burning Wheel it's not. In a 4e skill challenge I think it's not. I gather in most approaches to 3E D&D it is. But it would be a mistake to equate "crunchy system' with 3E D&D.DM: The room has a bookshelf, a bed, a bedside desk with drawers, and wall sconces with candle holders.
Player: I search the room.
DM in a system with a crunchy system: Make a search check.
DM in less crunchy system and no search mechanics: How? What specifically do you check out and how?
A couple of things.Likewise, proponents of the old-school "skilled play" style often cite that challenges should have the potential to be overcome even at first blush (e.g. the ultra-common "a prepared party should have a chance of taking down an ogre" line), but dangers like cursed items and ear seekers seem to directly contradict that, demonstrating challenges that are literally designed NOT to be overcome until the PCs have already fallen victim to them at least once. As with the above aside on 10' poles, the lines of demarcation are so arbitrary and (often) only loosely linked with concrete, grounded consequences (ear seekers are almost blatantly an anti-natural, "made solely to mess with players" hazard; slamming things with 10' poles never alerts monsters, etc.), it feels very much like real and enduring failures to live up to the alleged standard of "skilled play" are brushed under the rug and ignored.
That's part of what makes this so thorny; it's basically impossible to separate the "rightly done" versions of old-school skilled play from the "obviously degenerate" cases in any way that doesn't come across as as-hoc (or, worse, "no true Scotsman").
<snip>
Gygax is often upheld as providing just what you describe as a "logical" setting, yet he's the one who invented ear seekers and cloakers etc., which come across as pretty bald "illogical gotcha" setting elements. If even the most beloved, central exemplar was engaging in what you call "very bad DMing," what CAN we say about "good" DMing in this style?
(1) What you say here reinforces my comments, upthread, about the "ecological" aspect of skilled play, and the oddity of just dropping elements invented in that context into a different context which has not lived through the same "evolutionary" history. I personally think this is a big problem for generalising material intended for skilled play.
(2) It seems to me a mistake to argue that there was never such a thing as "skilled play". We have the evidence of it - equipment lists with 10' poles and iron spikes, Monster Manuals with ear seekers and lurkers above, etc. We have instructions on how to engage in it as a player (Gygax's PHB, under the heading Successful Adventures which comes just before the Appendices). We have examples of modules written for it (eg KotB, Castle Amber, White Plume Mountain, Hidden Shrine of Tamoachan, Ghost Tower of Inverness, the Alice modules, and ToH). It seems pointless to look at these as if they're meant to provide the same sort of experience as (say) the DL modules or the OA modules or any of the 4e modules.
It's true that there are borderline cases. The early Hickman modules (I'm thinking Pharoah based on my reading of it, and Ravenloft based on reputation) mix skilled play meatgrinding with an overlay of "story" that is richer than Castle Amber and that is utterly absent in the other modules I mentioned in the previous paragraph. But we shouldn't let these transitional forms blind us to the underlying contrast.
I don't think so. It implies that the designer of the new challenge thinks that the boasters don't have what it takes to justify their boasting. This implies standards, and perhaps egos, but not a contest between designer and player.The reaction of, "Oh, you boast? Well, try this!" implies a contest going on.