It might be good to be aware, that this is how you've come across. Several people here (me included) have made that observation. You sound like a person who has found the faith and thinks that issue just is that everyone else hasn't studied the holy book hard enough and if they do, they too will see the light.
Sure, I mean, if that's what you need. I mean, it's not like I continuously say that neither approach is better, but that they offer different things and actually knowing both can help people find ways to play that enhance their experience. It's not like I continuously say I run and ply and love 5e and do not use story-now techniques there, in fact I think they do not work at all there and instead play in a very Trad way. It's not like I play other games, like Aliens, and have arguments with other posters about how it's not a very good game for Story Now and should instead be approached in a very Trad/Classic manner primarily and that it's a great game that way.
Yes, all of these things -- the heresy towards Story Now, the frank discussion of where it can fail (
@Campbell has a great post here), the claims it's not universally applicable and that it really needs specific game structures to really work, the statements of apostasy where I like games that aren't Story Now. Yeah, totes evangelical here, mate. It cannot be that you're dogmatically defensive because you feel attacked that there's a play approach that differs significantly from yours to the point that it rejects a core conceit of your own play -- that the GM is not a place of primacy and the main, if not sole, source of fun in the game and that the GM must use Force and Illusionism to create that fun. I mean, you've been very, very clear that this is you main ideas about RPGs and how they must play -- that it doesn't makes sense otherwise. So, yeah, I guess it does feel like be attacked when faced with a conception of play that totally eschews these things as foundational. And that means an easy out is just to accuse others of being bad people trying to force "religion" on others.
Don't take the easy out. Do some critical thinking. I'm not preaching religion, or faith here. I have no faith in RPGs -- that's stupid. I have experience, and I play games, and talk about them and analyze them after play. I put my frameworks to the test, every time I play. They aren't fluffy concepts, they're things I look for and strive for in play. And, when I play 5e, I look to avoid Story Now techniques in general because I don't think they work. My last 5e game that wasn't an AP (my players like these, so I run them) was what's being described as a living world sandbox set in Sigil. I deployed Force and Illusionism as pacing tools to keep the game moving along nicely, but gave the players their head to decide what was important to their characters and direct play. There was a very loose metaplot about an artifact that was important, but not clearly defined how exactly it was important, and play was mostly the players deciding a direction of interest and me prepping that for play in a pretty Trad way, with some statically offered "jobs" they could pick up that were more Classically oriented dungeon/hex crawl adventures. All in all a pretty good mix of static prep and prep-to-order sandbox play. And that was just last year. So, it's not like I actually have "religion" and am discarding other modes of play -- this is not even wrong.