Simply put, because of statements like this paired with your clear advocacy. You advocate cheerfully and enthusiastically, which is great by the way, for some fairly specific approaches, but when those are questioned or attempted to be discussed with detail or critique, you shunt that off as why bother thinking so hard about it. Which is fine, you're not required to, and it's not a bad thing to not want to at all. The issue, I think, arises when you immediately pivot back to the advocacy as if the questions were well dealt with by your dismissal. If you want to talk about games, let's talk, but it really seems you only want to talk about games in a way that you're right and dismiss as to whatever any discussion that introduces critique.
Thank you for the kind words in there.
I don't think I shunt things, and I imagine it might feel a bit obtuse trying to convince me of something, but it often feels like there's an effort to twist my arm when my stance is really just "this is how this works and it's actually pretty chill if you just take a step back."
If you look at the conversations I get caught up in, they usually look like...
Me. This thing is great!
Others. No, that thing actually sucks.
Me. Well I think it's great?
Others. Well, it isn't because reasons.
...and where do you go from there? Am I supposed to agree and say, "you're right, that thing actually sucks, thanks for pointing it out." ?
That's where it gets awkward. LOL
I mean, one can paint miniatures and advocate for it and use nothing but four colors + black and white with no advanced techniques and be just fine. However, when someone brings up how a wash can really help or the ins and outs of glazing vs layering or methods of zenithal highlighting you just dismiss them as too nerdy for such a simple hobby... you're going to get some pushback for dismissing others' interests in a deeper analysis/understanding/technique.
See, but I'm not dismissing it. That conversation can happen and I support it and encourage it and all the things.
All I'm saying is that you're not gonna suck ME into that conversation. I keep it cute. I have me here a rulebook, I do what it says, the game is super fun, that's good enough for me.
Actually, they're not deviations from the game. The game is quite clear that the rules for social interaction are one way to approach things, and leave plenty of room for just play-acting out the scene. I quite like the social rules, even if I find them to be rather prep intensive. They work pretty gosh darn well for what they are. The BIFTs are the same -- namely the rules for Inspiration are a collection of "you could do this or this or this or something else entirely, it's up to you GM!" As such, the things you're advocating for are in the rules, yes, but so are a number of things that don't look like your preference at all!
Important to note that those other approaches seem to cause a great deal of upset, displeasure, discontent, or leave people with bad tastes in their mouth because players are punks, or Dungeon Masters want to play a game that their players don't want to be playing, etc., etc. etc.
What I'm saying is, "well, there are clear rules given to us that offer something tangible for us to work with." If there's all this upset, displeasure, discontent, bad taste, etc., etc., etc., let's reel all that in and bring it back to the basics. That's my stance and contribution.
I don't mean to dismiss things. I'm just shrugging things off so much and saying that doesn't sound fun and if that don't work let's not keep investing in it.
But, there's nothing at all similar on the exploration pillar, where they don't even lay out a process like the social rules anywhere outside of how far you travel during a day of travel and how fast march works. The social rules govern the key conflict of the social pillar. The exploration rules chip at the outsides and never establish any core systems. You can build a coherent one, for the most part, by picking up certain examples and suggestions and giving them the force of RAW at the table, but you still need to build in some GM provided frameworks. The exploration pillar, if summed up, is nothing more than "ask your GM how this works."
There are very few, and it's mostly cornice work on the pillar.
I like that analogy.
I think I'm also considering vision and light, climbing, jumping, swimming, and crawling, carrying capacity, perception and investigation, blah, blah, all that stuff in my understanding of the exploration pillar. That stuff is pretty concrete.