It's not about claiming that I know better than you. It's about having more experience with the kinds of games we're talking about. Based on your comments, it seems you have very little to no experience with that kind of game.
See? You've just claimed that you know better than me, right after saying that it's not about that. Hence why pointing to your own experience as a comparative for "I know better" is not only pointless, but detrimental to the conversation.
I could certainly be wrong... this is why I asked if you would agree.
If you have such experience, I'd like to hear what games, or what methods you used and how they worked, or didn't. So far, most of your claims seem to be suppositions rather than direct experience, as I said.
Except, as I noted, this isn't a matter of who has more experience with something. I've already
posted about my own experiences
multiple times over the course of this thread. Yet you don't seem to be aware of them, which in turn showcases the futility of saying "but you don't really know what you're talking about, whereas I do," which is what this particular approach boils down to.
No, because anyone also needs to learn to GM the way you're advocating for. It's still has to be learned... does that make it an issue that needs to be dealt with, too?
To the extent that no one is born knowing how to GM, yes. World-building is also a skill. That said, I'm of the opinion that it's a skill that's easier to develop, if for no other reason than you can work on that one in private to a greater extent than you can work on dealing with surprises on your own (which, make no mistake, you
can do, but putting it into practice requires those situations to occur, and by their very nature they're unexpected and unpredictable).
I know a few GMs who can do that! I can also do it! What really helped was playing the kinds of games that actively work that way instead of actively working against it. And also letting go of the idea that this alternate method is somehow harder or more fraught than traditional GMing, rather than just different.
Sure, but this ignores that people tend to gravitate to different styles (and games) for a reason. For some people, the alternatives that you're championing aren't going to be palatable, and while there's certainly issues in trying out new things, there's also an argument to be made that recreational activities are about staying in your comfort zone, since that's where you're comfortable.
Considering that most of us here took years to learn how to GM trad games well, I don't think we should consider traditional games as some kind of "easy entry" so much as "most likely first entry". I don't know if learning how to GM differently is as hard as you're saying. I expect it will depend on the individual and their specific circumstances quite a bit.
I think that there's a
reason why the most popular games are the most popular, in terms of why they've become the main points of entry into the hobby. Not all of that has to do with the style of gaming (arguably, a lot of it has nothing to do with that), but at the same time I think that the style can't be completely discounted either.