In what way do you find it lacking? Sure, it’s provocative, but that was the point. I’m not sure we even disagree necessarily.
I found it not very enlightening because the statement effectively boils down to the conversation between
Antony and Lepidus:
LEPIDUS: What manner o’ thing is your crocodile?
ANTONY: It is shaped, sir, like itself, and it is as broad as it hath breadth. It is just so high as it is, and moves with it own organs. It lives by that which nourisheth it, and the elements once out of it, it transmigrates.
LEPIDUS: What color is it of?
ANTONY: Of it own color, too.
LEPIDUS: ’Tis a strange serpent.
ANTONY: ’Tis so, and the tears of it are wet.
"This thing is a perfect simulation of itself" is, in fact, literally an actual joke
made by SMBC. Almost a decade ago, in fact. Likewise things like "Buffyspeak." Hence I found it not very enlightening. Telling me the game simulates itself, that it works how it works because that how it worked before, and that changing it makes it "stop feeling like D&D," just...doesn't give me much information to work with.
You more or less
describe trad D&D and finished by saying your favorite mechanics are those that drip with story potential or invoke tropes and feelings. That’s the thing I’m pointing out as part of the simulation. Perhaps it would help to use a contrasting example.
I'm really not very "trad," at least not as explained in cultures-of-play article linked upthread, because I extremely highly value player contributions. Maybe,
maybe "neo-trad," but as noted by Charlaquin, much of the pushback against 4e was that it moved in a storygame direction. There is no culture of play (that I can identify, anyway) that fuses "neo-trad" with "storygame" in any meaningful sense, but that's really the only thing that could capture what I really go for.
I want a game that plays very well as a
game, and which can be
learned. As a result, I value balance, rule transparency, and excellent support for DMs and players alike. I want a game that empowers players to explore their characters' stories and enrich the world we play in. I do, as DM, take a prominent role in developing a story, but I would consider it a
major failure if my players EVER felt they were just exploring a prewritten story I made. And I want a game that marries "using the mechanics" to "invoking a story," ideally bi-directionally: to use the mechanic
is to tell a story, and to tell a story
is to invoke mechanics (at least eventually).
I consider the first point to be pretty purely gamist, and everything I've read about "gamist" goals seems to agree. The second is somewhat neo-trad, but shorn of concern with 3e-style "game as physics engine" simulation. The third is storygame. None of the given cultures of play seems to match that mix.
In OSR play, a style with a Step On Up (or gamist) creative agenda, mechanics are deployed as a backstop. You are supposed to be using your wits to figure out the solution to the problems you encounter. If you encounter a trap, the thief might be able to roll to disable it, but it’s much better to describe how your character disables it without ever making a roll. This is known as “skilled play” or “the answer is not on your character sheet”. Sometimes, the challenges are impossible and have no prescribed solution. A 1st level party encounters a dragon and its hoard. Whatever happens next, a story will emerge from the confluence of events. If the players are smart, they might come out a bit richer.
Trad wants those moments, but it doesn’t want or value the processes that create them. Again, that’s the simulation part. Why doesn’t it value those things? They get in the way of telling a story, and they undermine the sense of fairness that the mechanics are meant to ensure. If the fighter could describe how they open a trapped chest without suffering from the trap, what would be the point of even having a thief in the party? The same goes for the dragon situation. If the dragon’s there, it must have a narrative purpose. Otherwise, the GM is just railroading the players to make them figure out the right solution the GM has in mind. It’s an attack on player agency.
In essence, trad wants to simulate the former experience without the “problems” (high lethality, rules getting in the way of story, poor balance, etc). I’d also add that preserving the feel of D&D is important, which is why I think it has seemingly gamist mechanics in spite of the trad style not really being about that. They’re part of the aesthetic, and they’re part of ensuring everyone’s needs as players are met during play. Like you suggested in your post, balance is about ensuring equal opportunity to contribute.
The given description of "trad" play did not seem to reflect much concern with balance at all. Indeed, it seemed to be rather strongly against that. E.g., the article explicitly associated "trad" play with the phrase "roleplaying, not rollplaying," which is a phrase I outright loathe. It's...also a bit weird that you present "trad" play as
opposed to railroading, since the article in question (almost explicitly) ties "trad" to a
rise in railroading: "The PCs can contribute, but their contributions are secondary in value and authority to the DM's. If you ever hear people complain about (or exalt!) games that feel like going through a fantasy novel, that's trad."
Further, it is the very ultra-high-simulationist aspects of neo-trad that
don't suit me. I don't give two figs about whether there's a universal, consistent, diegetic explanation for why martial powers can only be used once per encounter; I care that martial characters get to be distinct-but-equal teammates and active participants in, and creators of, cool story. I do value consistency in the world, but not to the point that "rules that play worse even if they conform to fantastic realism better" nor "rules that hinder theme and tone but procedurally generate a self-consistent world" are actual priorities for me. Clunkier or off-tone rules are a serious flaw that I would rather see removed, so long as the cost to fantastic realism is light. For example, I 100% support the oft-maligned "firecube" rules in 4e, because they provide an enormous benefit in speed and simplicity in exchange for (what I consider) an
extremely small sacrifice in simulating real physical things (namely, that you move about 40% faster along diagonal directions than rectilinear ones.)