Apocalypse World tells the GM do not [readacted] preplan a story.
That doesn't contradict what I said.
The entire point is to apply pressure and just follow things where they lead.
And that is the crux of the issue. I posted the link to that post for a reason, as those thoughts are in response to what these games are and what they actually do.
but I certainly have never felt like the games I mentioned above were trying to tell a damn story.
I think thats only because the stories these systems were telling were the same ones you wanted to tell.
Its not some secret that these games fall apart if you don't lean into the specific genre or story typing they're geared towards generating. Masks doesn't work if you don't want to be a teenager dealing with growing up.
And fyi, Masks in particular highlights exactly what its doing and relates that it is doing it on purpose:
MASKS is first and foremost about a team of young superheroes. They’re friends, rivals, love interests, allies…and always teammates, joint stars of their comic, and superheroes. They’re young; they’ve got abilities that make them special; they wear costumes; they use codenames; they save people; and they do it together. They’re growing up in Halcyon City, a place with plenty of older supers who provide an endless clamor of voices telling them who to be, and these young heroes are all trying to figure out their own way.
...
In MASKS, you play characters who are approximately 16 to 20 years old (with allowances made for stuff like the alien who’s actually 1,000 years old and is still a teenager in mind and body). They’re trying to figure out who they are, but they’re not so young as to have no idea at all. The trouble is all these adults around them, telling them what to do and who to be.