1) Players bringing whatever the eff character they want to into play. Let us say its AD&D and everyone is allowed to "bring in PCs from their other games." Everyone comes in with PCs that are 18s and 18/00 Strength (what luck!).
Play isn't sensitive to that?
Sure the game is sensitive to that. Kinda. I think your ... refinement "Let us say .." is something of a worst-case scenario, and I think the DM can plausibly still challenge the characters. I'm pretty generous about stats in the 5E campaigns I run, and I haven't had any difficulty challenging the PCs. If they punch a little above their weight class, so what?
I mean, if you're setting out to run through a published AP-type book, you'll probably need to adjust everything ... but I don't do that.
2) Let us say that we're playing 5e and its a social conflict using the Social Interaction rules. The GM either didn't write down any IBFTs for the NPC or they wrote them down yet they're not good at the performative aspects of play so they do a terrible job at conveying the "Pictionary" portion of play here. The players are frustrated and can't suss out the IBFTs as a result and therefore can't leverage them to improve their odds of attaining the necessary Charisma check to attain the NPC as an asset.
Play isn't sensitive to that?
Of course, play is sensitive to (sub)optimal GMing. In this case the GM has made things harder for their players by not understanding/knowing/recognizing their (the GM's) weaknesses. Probably should have had the players just roll their Insight checks rather than try to roleplay it out.
3) Its 4e D&D and the GM is utterly terrible at running Skill Challenges (no "change the situation", no thematic coherency, "Fail Forward" and "Success With Complication" is either nonexistent or poorly executed). At the same time (or conversely), the players at the table aren't creative or proactive at all. They have no idea how to appropriately leverage the shared imagined space and their characters assets to drive a compelling thematic scene skillfully.
Play isn't sensitive to that?
Again: Yes, play is sensitive to (sub)optimal GMing. It's also sensitive to (sub)optimal play. That is approximately a tautology.
4) Its 3.x D&D and the entire table has chosen either Druid, Cleric, or Wizard. Alternatively, that same table has decided to play all Fighters.
Play isn't sensitive to that?
Yes, it's sensitive to that. Again, it's more of a problem if the GM is trying to run published material and/or not experienced enough to come up with material to suit the party.
5) Its AD&D or 3.x or 5e and the GM is rolling everything behind the screen. The GM is doing this so they can strategically fudge rolls to ensure a particularly trajectory of play stays online. Or maybe the GM is executing Deux Ex Machina to ensure an NPC stays relevant. Or maybe the GM is making up backstory and leveraging it so they can deploy blocks against powerful spellcaster moves that would dramatically reframe key situations and wrest control of the trajectory of play from the player(s) back to the GM. Or maybe they're doing all 3!
Play isn't sensitive to that?
Again, again: Yes, play is sensitive to (sub)optimal GMing. Whether those are literally poor choices for the table, though, arguably depends on the table.
Its been brought to my attention that this may just be a case of "5e is sensitive to the Long Rest recharge" being controversial. That is entirely incidental to my point/question in the lead post (about play priorities being at tension and subordinating one to another when that collision occurs), so lets remove it.
I'm pretty sure I haven't said "5E [or a situation therein] is sensitive to Long Rest recharge" is controversial. I absolutely agree it can radically alter a situation. Where I disagree is, I don't believe that sensitivity makes for conflicts between "Skilled Play" and "Good Story." In other words, I believe I am disagreeing with your lead post.
Those are 5 new things where the structural integrity of play (and therefore the play priorities that undergird that play) might be perturbed or outright compromised. At this point I just want to establish whether people think various forms of Skilled Play or if story trajectory (forget 5e and AD&D's GM Storyteller Imperative for a moment) is sensitive at all to various dynamics. We can build out from there.
Do you guys agree with any of those 5 above?
Disagree on all 5? Is TTRPG play not sensitive to any systemization or technique or character building etc (and I'm not talking about people being gross/mean/cruel)?
Yes, play is sensitive to all those things. Some people will prefer games that are more systematized; other will prefer games that are less. Some tables will seem like ALL SKILLED PLAY while others will look to be ALL STORY ALL THE TIME.
The thing is, it's not a dichotomy: It is not literally either ALL SKILLED PLAY or ALL STORY ALL THE TIME. It's a continuum. And all the things that go into that continuum--all the things that make a game ALL SKILLED PLAY or ALL STORY ALL THE TIME--are themselves continua. Many games that seem to be in the middle of the main continuum, if you look at the contained continua, are in fact close to the ends of those continua, but in ways that average closer to the middle.
At tables that aren't all the way to either end of the continuum, it seems probable (and in my experience it's almost certain) that SKILLED PLAY and STORY heterodyne, there's a feedback loop. As the players play, they build and react to the story; as the story emerges, the players respond.