Thomas Shey
Legend
I think this is a core of the issue, honestly. The description is accurate… it cuts out the “Magic of Roleplaying” (TM) and describes what’s happening plainly. And that simplicity can be eye-opening. It can be surprising. It can be uncomfortable. All the things that @innerdude posted about a few pages ago in an excellent post.
And a lot of people don’t like that. They need to think that more is happening in play than the players declaring moves, and the GM consulting the map & key/ his prep to determine what happens. Even though that’s clearly what is happening in play.
I'm going to take both sides of this.
1. That's because in a decent game there is more happening there. There's a lot of narrative flourish on both sides (which is not trivial), there's at least some degree of engagement on mechanical/decsion making, and usually more. Acting like the map-and-key elements alone are what's doing the lifting impoverishes the experience.
2. That said, its not like that's not the core of the process in most cases. Its the foundation everything else builds on, and barring more ad-hoc internal-model decisions, almost all games use it (sometimes in less obvious ways) for the basis of most adventures in even quasi-trad games. After all, what is map-and-key but a way of saying "You know what's going on, who's doing it, and where it is." The fact the oldest versions were, essentially, dungeon maps and keys doesn't change that in a sense, almost all games do that to some degree. I mean, when I set up a superhero session, what I'm noting is what threats the heroes are going to be potentially dealing with, what's causing them, and when there's opponents, who they are and what they're like. That's different than a traditional dungeon run (well, usually, its not like raiding a supervillain lair is fundamentally that different other than the fact that no one is picking up every valuable along the way), but structurally, its still a map-and-key situation.