It seems very much like it to me. Plenty of folks, yourself included, have tons of experience with D&D and similar games. You have less with other types of games. This is neither good nor bad, it simply is. It was the same situation for me not all that long ago. In some ways, it still is... there are plenty of games I'm not familiar with.
It can be challenging to talk about other types of games, or RPGs in general, when everything gets funneled back to D&D and similar games, as if that's a default setting for all RPGs.
I get that it can serve as common ground since just about everyone knows how those games work, but it gets treated as the default expectation even when it should not.
And I'm not going to name names. It's pretty apparent which are the One True Wayers and which are not.
Are these the same folks who say "Rule Zero is always in effect"?
What pages of BitD would the hacking section be in? I have Blades but I don't remember reading that... of course it's been a while since I last looked at it.
There's a section called Changing The Game that begins on page 229.
I think you missed my point. What I took from your post was that you were stating that the claims of trad play being flexible (irrespective of whether non-trad games are or are not) boils down to purely fictional differences as opposed to system and process and even experience differences. In response to that I am asking how you reconcile that view with the actual process/rules/changes in a single trad like D&D that does actually change how a game is played, it's processes and what the experience of play is?
EDIT: Also I'm unsure how to take it as anything but a "knock" when you are claiming their diversity of play doesn't amount to actual diversity except in what cloth happens to be draped over them?
I don't think it's a knock to say that any given game will only allow for so much variety, even when changed. At least, while still remaining recognizable as itself. I think
@Campbell 's point was more that D&D is no more capable of such flexibility than many other games.
Yeah speaking of DW specifically, the GM can plot up fronts to his hearts content, though too many and too much detail is probably not a good idea.
In terms of what is on your character sheet, in theory it's better to avoid moves in a sort of game sense, but then you're going to not get XP easily. Also you're softballing play, and the GM will surely make you choose at some point, do your thing or pay the price. Honestly if a 5e wizard avoided magic totally it would be some pretty odd play. I bet the GM will push you there too.
Overall character abilities are not really that different.
I think a better way to look at it is not that you don't want to trigger moves, but that triggering a move always carries a risk to it, so you have to keep that in mind. Something is going to happen when a move is made... things will change.