I do not "quote Gygax in support of my position". Certainly that is
at least as plausible an interpretation of what Doug McCrae does!
I
recommended the Mastery books as
part of what one might read,
because they give different views from a different time. Gygax's next game, Dangerous Journeys, would be very different from AD&D. For one thing, it takes a lot longer to generate a DJ character (which also starts a lot more powerful). His final game, Lejendary Adventures, was something else yet again (much lighter on rules than DJ).
It is of course possible to apply what one
personally prefers to all RPGs. It is no special hurdle if that happens to
change from one year to another! However, I do not think it coincidence that, even had he stayed with TSR, Gygax anticipated notable changes (such as a "skills system") in
his version of a Second Edition. DD, DJ and LJ are designed to do different things, and tend (like other tools) to do best the jobs to which they were fitted.
The point, to my mind, of reading those books, is the same as why I read rulebooks for games I do not mean to play. Seeing many different approaches enriches one's intellectual tool-kit. It is not for the sake of elevating anyone else to a blindly followed "authority", but for the sake of making
one's own way.
If Mr. Gygax may be trusted to speak as to his own intent, in his monumental
Dungeon Masters Guide he "made every effort to give the reasoning and justification for the game." The reason he
wrote it is the reason to
quote it.
The DMG is not the beginning and end of Gygax's (or anyone's, I should hope) views on RPGs as a genus. It
is as comprehensive a treatment of the views that went into the design of Advanced D&D as one might find in a single volume.
The fundamental concept that the referee's object is to provide a good challenge had from the start been expressed in such terms as these:
Vol. 3 said:
The fear of "death", its risk each time, is one of the most stimulating parts of the game. It therefore behooves the campaign referee to include as many mystifying and dangerous areas as is consistent with a reasonable chance of survival (remembering that the monster population already threatens this survival).
Holmes Basic said:
Traps should not be of the "Zap! You're dead!" variety but those which a character might avoid or overcome with some quick thinking and a little luck.
... Try to keep the dangers appropriate to the levels of the characters and the skill of your players. The possibility of "death" must be very real, but the players must be
able to win through with luck and courage, or they will lose interest in the game and not come back.
That's the game I play, and it requires no lengthy explanation (of which there is plenty more in the AD&D books and elsewhere) for me to see that it was indeed designed so.
Now, clearly some people have a very, very different view of the risk of character death (and often of player skill as well). That is fine. Let them be content to go forth and add and and subtract, and play their own games, and call them good.