See, that's what I enjoy in RPG's, too. But the Quick Primer makes it pretty clear that things like story, character, and collaboration simply have no place in "old school" gaming. Random example, the "First Zen Moment." "Rulings, not Rules" means that in the end, we're just playing whatever the referee wants to play. If "[t]he referee, in turn, uses common sense to decide what happens," then it's just the referee deciding it arbitrarily (since "common sense" means nothing more than "whatever idiosyncratic collection of things that seem evident to me and might not mean anything to you"). I agree that the best stories come from those points where we can all collaborate, and where randomness even plays a decent role. But since "[r]ules are a resource for the referee, not for the players," that can't be a part of "old school" play. We only get to collaborate as much as the referee will allow, which isn't really collaboration at all. Even in games, there's never such a thing as a benevolent dictator.
One of these days, when I'm feeling particularly bored and full of bile, I'm thinking I might go through the Quick Primer, and for each paragraph, write up why I think it's one of the worst ideas in gaming--and in too many cases than should legitimately come up in a book about games, some of the very worst things you can do to another person in a social setting.