Of course statting the character out isn't earning the win. You earn the win by statting the most optimal character you can come up with. That is the work. That earns the win.
You don't earn it by filling out a character sheet. You earn it by sculpting, by chiselling that block of stone into a masterpiece. By optimising, by min-maxing. Losing in a game with dice is almost certainly a possibility. That, per se, has nothing to do with the GM.
So you're saying you earn it by...filling out the character sheet
optimally.
If I'm reading this right, Harry shouldn't succeed in the books because he's determined, clever, and has to figure out a way around obstacles. Harry should succeed in the books because he can roll a 4 in fire spells, and the author never throws anything at him that can dodge better than a 2, never gives him an Investigation roll that's going to take him real time, and has him figure out everything right off the bat?
True. I want to have fun. Winning is fun. I can't have fun if I do not play. Hence I play to win and that is fun.
I find it hard to consider what you're describing as "playing" except in the technical sense. You seem to want it to be that you don't play so much as be rewarded for finishing character creation. Because, honestly? It's really, really not hard to make a good character in this system. If there's anything my discussions with Sanctaphrax have taught me, is that it's
laughably simple to make a character who's got high skills in several applicable areas.
So really, what you're "sculpting," this work-of-art character that you feel should be an 'I win' button? is probably along the exact same lines as thousands of other people have made.
"Winning" isn't about just having the best character stats. It's about what you
do with them. You aren't "playing to win," you're
expecting someone to
hand you the win just for showing up.
I want everyone's character to be awesome and badass all the time, not just my own. The players (plural, not just myself) should never face a major setback and basically win at everything despite their characters facing adversity and challenges that less optimal characters are unlikely to overcome.
If the characters never face the chance of losing,
they do not face adversity and challenges. If they never face a major setback and basically win at everything
they do not face adversity and challenges. What they're facing is boring. What they're facing is softball validation.
Adversity and challenges mean the characters have to
work to beat them. Otherwise it's, to put it as bluntly as possible, one big circle jerk. Fanfiction is
filled with this sort of "We're all awesome and nobody can beat us ever" stories, and except for the ones that are parody, they generally suck.
I understand that I would not always get what I want in a game. Some players like to be challenged. But assuming I get what I want and my character succeeds, does my character's success hold back the other players enjoyment of the game? If my character gets the thingmajig that your character wants or manages to get the group pass an obstacle, will it adversely affect your enjoyment of the game? I do not think so. I hope not.
It's not about your character succeeding. It's about your character always succeeding without there being any chance of failure.
Your character never wins a pitched battle because they never face anything that challenges them. Your character never makes a daring escape because there are no obstacles for them to dare. Your character never has to make a clever plan because nobody even comes close to outsmarting him. Your character never has to make a tough choice because there's no risk.
In short? The character never has to make an
effort.
So yes, spin it however you wish, I still do think that those other players are being self-masturbatory.
My point wasn't that you shouldn't consider them self-masturbatory. It was that this playstyle you're describing seems to be even moreso.