I thought that happened when you roleplayed with a deck of playing cards...and once the queen starts yelling "OFF WITH THEIR HEADS!" it'll all go downhill fast.
I thought that happened when you roleplayed with a deck of playing cards...and once the queen starts yelling "OFF WITH THEIR HEADS!" it'll all go downhill fast.
But I am having fun, and I do enjoy 4ed. Actually, the way I am not having as much fun as I would has less to do with the rules system itself, and more to do with group dynamics--but that is another discussion entirely.
In some ways my beef is less practical and more aesthetic. I enjoy RPGs both to play, but also as an artform in their own right, and the discussion and inquiry into what could almost be described as the "Epistemology of RPGs."
But I am realizing that there are a few small to moderate things that I could tweak to increase my (and hopefully the rest of the group's) enjoyment, that would lead to deeper immersion, more magic, wonder, spontaneity and fun.
These are a lot more arguable. Specifically, I think you're undervaluing what 4e can bring to the table. There are some aspects of D&D playing that, IMO, 4e does better than any previous edition. There are some aspects that 3e does better. There are plenty that 1e/2e do better, too.
Honestly, I have yet to see anything that 4E does well that you couldn't do equally well in previous editions. If you're looking for an out-of-the-box default of "this entire campaign will be played at the mid-level power range from previous editions", 4E gives that to you. But doing that in previous editions required about 10 seconds of house ruling ("roll up 6th level characters and I'll be awarding 1/10th the normal XP"), and that still gave you a wider range of supported play styles.
One of the reasons 3E continues to get played at our tables is that our circle of gamers isn't unified in its taste: Previous editions of D&D weren't a one-size-fits-all solution, and were thus capable of catering to a wider and more diverse audience.
But like I say: If the 4E designers chose your sweet spot, then you're in luck. They did a great job of addressing that one style of play. And you don't have to worry about anyone with different tastes mucking it up for you.
Honestly, I have yet to see anything that 4E does well that you couldn't do equally well in previous editions. If you're looking for an out-of-the-box default of "this entire campaign will be played at the mid-level power range from previous editions", 4E gives that to you. But doing that in previous editions required about 10 seconds of house ruling ("roll up 6th level characters and I'll be awarding 1/10th the normal XP"), and that still gave you a wider range of supported play styles.
One of the reasons 3E continues to get played at our tables is that our circle of gamers isn't unified in its taste: Previous editions of D&D weren't a one-size-fits-all solution, and were thus capable of catering to a wider and more diverse audience.
I disagree.
I'm not sure what you think 4E fans like, but an unchanging 6th level game isn't it - it is the benefit of having an entertaining and balanced game that still lets us play average heroes who eventually become epic movers and shakers. Or a game where we can focus on our character concepts without worrying about that crippling our characters in combat. Or a game where we can try out crazy things in combat without the DM needing to stop the game for half an hour and consult rulebooks.
Now, I'm not saying earlier editions couldn't potentially offer all this, or that 4E alone is able to present these things. But these are all elements that 4E offers and many fans enjoy, and I think your view of the game seems to completely disregard them.
"my wife loves this edition and I don't like sleeping on the couch".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.