Example: in the current game I'm running (CoC, which is not D&D but does fall under that broad envelope I described above of carrying the same social contract), I've got three characters, one budding schoolteacher, one disabled soldier trying to make a new career in psychology, and one doctor loaded to the teeth with spells. Balanced? Not remotely. One character gets a terminal diagnosis, one gets a mysterious voice in his head that no one else can hear, and the third is ostensibly supposed to come in and fix one or both of these things. Fair? Not remotely. Equal opportunity for all players to contribute? No. One spends her time doped up in a hospital, the other is the protagonist, and the other character doesn't exist until they call on him as a last resort after almost two full sessions. Characters' choices determining the outcome of their actions? Nope. Not remotely. But are we experiencing what it's like to get cancer? Are we playing out the emotional horrors? Are we intrigued by the supernatural elements? Are we eagerly awaiting the final outcome? Yes, absolutely. This game can't happen with the player entitlement crowd (AFAICT).
But that's not D&D you say. And yet, I'm taken back to a D&D game I ran a couple of years ago. Characters: one largely non-combatant druid, one evoker trying to open a magic shop, and one ranger working as a courier. Balanced? I doubt it. (The ranger pretty much dominated mechanically). And before the game, I decided that at the climax of the campaign, one character would be a McGuffin, another character would have to sacrifice his life for all eternity to save said McGuffin, and the third would fulfill an ancient prophecy and transcend to fairy land. Fair? Nope. Players in control of their characters' outcomes? Nope. But nonetheless, it all worked, they all enjoyed it, and every session was full of new and unexpected things. Again, I seem to have violated some of those rights billed above.