I've come to believe that the less players are made to be concerned with spending time "building" their characters the more time they are likely to devote to PLAYING their characters, interacting with the others at the table which is what _I_ enjoy most about the game and what I always thought WAS the point. That way players spend their efforts DOING with their characters instead of PLANNING their characters with gameplay only being the occasional proving ground that their choices are "correct" or superior to those made by other players.
That may not be how it is - but it IS how I percieve it. 3E and now particularly 4E actually have made the "simplistic" 1E and 2E structure and "limitations" of classes more appealing to me, both as a player and DM.
Thank you for explaining. From my own perspective, I think the more ways the game can be enjoyed in the "right" way and it if brings different players and play styles together is good.
I come from the camp that as a player I enjoy my character's personality, background and goals but I also enjoy tweaking the character mechanically and getting a fun playing character built.
As a DM, I love creating mystery, excitment and entertaining my players and care less about the rules unless a rule can be tweaked or created to add to the story. If a rule takes away from the storytelling, then it gets thrown out the door (as long as this doesn't cheat the players of their choices).
I can understand the perspective (and have played this way) of rules are just a framework for story and character development and the less rules the better. Heck, the majority of my 4 year Dark Sun campaign was mostly political and story driven, with my players even having a stand off with a gith tribe for a whole session that one dice was never rolled and the game was awesome.
I think that there is a place where rules tweaking and roleplaying come together. Its best when the rules give players enough tweaking, with out it getting in the way. I agree that 3.x lost sight of this.
Anyrate, I am rambling a bit. Just sharing my own two cents and I completely see where you are coming from and appreciate you sharing.
On a side note, I've ran DM and player improvement workshops and classes in our store, and the bottomline most important element that came out of everyone was character backgrounds/ preludes being the most important part of the preperation for a game. Especially when those histories are created together with ties between the characters.
On another note, we found that when you out a roleplayer in with an open minded group of hack and slay gamers, the Hack and slay gamers end up roleplaying.
When you put a hack and slay gamer in with a group of role players, the H n' S gamer ends up becoming a roleplayer.
Usually, the hack n' slayer is just not exposed to story driven D&D is the issue.
On a final side note, a hack n' slay gamer does not equal a power gamer, and a power gamer can be a roleplayer (which is where I would likely put myself when I play). I think the reason play styles vary so much and groups conflict though is because role players tend to stay with there group and do not congregrate between groups much, but that is a whole other topic.