If I understand you, "free play of the imagination" is a system which allows you to do anything in a given game world, given the realities of that world.
That's not quite what I meant, or rather it is part of it but I'm talking more about the capacity to go "deeply" into the imagination, to immerse oneself in what Tolkien called a Secondary World. But it is specifically about the process not just the outcome, which is where my issue with a lot of 4ed's trappings comes: the process seems kind of mechanical and simulative, like a computer game.
I mean, I enjoy some crunch to my rules, I'm a bit of a numbers nerd, but I also want the numbers to be flexible and secondary--as supportive--to the imagination, rather than formative. I'm not sure if that makes any sense.
My suggestion is that if you find you are not liking 4E, it is not because it fails to provide "free play of the imagination," for that is strictly impossible. Rather, it is that you don't like the kind of activities the rules encourage.
Maybe you are right to some extent, although I do like cinematic, over-the-top play, maybe just not quite as much. I'm not into anime, wuxia, or any of that. I can get into playing demigods at high levels, but it has to seem special. If everyone's doing flying triple thunderstorm-powered jumpkicks at early levels it just doesn't seem so special.
(5) Play several games in rotation, and appreciate each one for what it does well.
Good idea, but the time! However, this gives me a thought: My group meets every other week and we've talked about having another session alternating the OTHER every other week, which could be more explorative in terms of other RPGs. Hmm...
Perram has a great point. Try new stuff and play whatever is the most fun, and don't feel bad about it. Doesn't matter whether it's Pathfinder, D&D of any edition, or a completely different game like Savage Worlds; just keep playing and having fun.
One of the things I love about gaming is that it's so easy to try new systems. Just off the top of my head, I've run or played one-shots in over 40 different game systems -- and the ones we've liked best we play more regularly. Find what works best and embrace it.
Yes, agreed. Hey, you're in Boston, right? That's just an hour and a half away--maybe I'll have to come to one of your game days (is it you that has the game days?).
FWIW, this describes me. Turned off by powers and treasures at first, but quickly grew to love the game in implementation. For me and our group, 4E is a DM's best friend, which in turn makes the game more enjoyable for the other players.
Yes--there is definitely something to be said about the actual implementation, that 4ed works well at what it does. And because of my recognition of this, I'm thinking that it wouldn't take a huge amount of work to tweak it just right to satisfy my needs.
I understand your pain. I, too, was excited by 4e for a good long while. Matter of fact, I picked up the Player's Guide and then, shortly thereafter, the other two books as well. I loved the little details, the smoothing over of the entire game, the way that suddenly everything made sense and fit into the game world, unlike that unholy abomination 3e, where the basic game world didn't make sense and it tried to have a flavor that didn't fit the game rules, and all of that niceness.
The thing I didn't like, though, was that I play rules-light games where I make things up and use DM Fiat like it's going out of style. I make up enemies off the top of my head and also magic items and enemies, and it actually felt like 4e was against that sort of thing.
My solution, honestly, was to get into retro-clone gaming. It takes a modern sensibility and applies it to the fast-and-loose rules of the earlier era. Most people that I play, for example, Labyrinth Lord with like the fact that there are so few rules and special abilities and all of this crazy-ass stat-tracking that we can sit down, whip up a character in fifteen minutes, and have slain a dungeon full of orcs and stirges and zombies where we spent a good two hours making characters in 3e and 4e.
In a nutshell- if you like homebrewing, sandbox play, and the old-school feel go for a retroclone. I did, and I don't regret it.
I've thought of going the retro-clone route, although I do really like the post-d20 mechanics better: the streamlined core engine without a different sub-system or table for every little possible rule. Labyrinth Lord is your favorite retro-clone? I wish someone would write a "Guide to Retroclones..." (hint, hint).