For me this is not a peripheral point but the key point.
And yet I haven't seen you express how Planescape is any more limiting in the moral themes that can be explored than any other setting including a homebrew... especially if the exploration takes place through the actions of the PC's. I mean Planescape is a meta-setting that theoretically includes everything in creation... including a multitude of worlds all of which can be used as tools by the DM and players to explore nearly unlimited moral themes.
In Planescape, it is the moral/thematic landscape that is someone else's conception. Compare that to the Game of Making in The Plane Above - it is clearly left up to the players to decide what they think of Erathis's view that even evil things have to be made, and up to the players to decide whether Pelor's circumspection about the game is a misjudgement or not.
Huh? The moral/thematic landscape in Planescape is their to be shaped, explored and changed by your characters just like that found in The Plane Above or any other setting. But then I have to ask... what good setting doesn't have it's own moral/thematic concepts? It seems to me your problem would be with any setting as opposed to the rules system since you can use the 3.5 Manual of the Planes to create your own moral/thematic planar landscape. however I think that a starting point (and again the very assumptions in any version of the core rules sets at least some of these) in no way stops a PC from exploring his own beliefs and ideas within the context of the game.
A related but important point here is 4e's approach to alignment and divine PCs (namely, a non-punitive one).
How does this in any way better enable the exploration, shaping and creation of a moral/thematic landscape?
If anything, I feel 4e's "Look Ma, no consequences!" approach moreso facilitates the glossing over and ignoring of morality and it's associated themes in the game, as it doesn't in any way have cons and pros for one's choice. A total rat bastard can command the powers of Bahamut and a saint can pray to Vecna for enlightenment...and there are no consequences or benefits for such... beyond what particular powers one gains access to.
Personally I find a certain disonance with this and the high fantasy/mythic feel I think D&D 4e has tried to remake itself with. In fact I would argue 4e might as well have just kept Unaligned (The do what I want alignment) and been done with it as the Most evil-> slightly less evil->Do what I want->slightly less good->Most good axis seems pointless if none of it ultimately means anything. I feel that ultimately, just like in every previous edition, we the Players and DM will have to decide what exactly these alignments mean... it's just that in 4e (at least IMO) it's not even worth the effort as the decision doesn't affect anything in game.
But they only come into play if the player chooses. And the player chooses what to make of them. This is the difference from Immortals.
And immortality only comes into play if the PC seeks it out... and just like selecting an epic destiny... the PC in BECMI must discover and choose one of the paths to immortality... also, instead of just picking a mandatory epic destiny because he is a certain level, the PC must perform quests and tasks in order to gain immortality (Which are actually given guidelines in the books and to me is much more in line with a mythic feel). I guess I'm still not seeing how 4e's ED's are in any way better at this than BECMI's immortals.
Yes and know. Unlike Issaries, WotC has big commercial aspirations. So instead of the free description of HeroQuest, they just publish huge lists of thematically compelling elements, and let the players buy them and choose one. There are a lot of Epic Destinies out there.
Sooo, like I said in an earlier post... ED's are just souped up paragon paths... packaged destinies that really don't inherently allow anymore freedom for definition in and of themselves for PC's but instead are only as diverse as your spending budget will allow.
I agree with you that HeroQuest is, ultimately, probably a better narrativist gaming system. But 4e is much closer to that than to Planescape, in my view.
I touched on this above but again it seems this is because 4e is a system and Planescape is a setting. You're comparing apples and oranges. Again a better comparison is BECMI's immortal rules or 3.X's Epic Levels & Manual of the Planes.
Well, I've tried in this post, and upthread, and also last year in
this thread.
I will go back and read these so that I can perhaps get a better understanding of what makes 4e a better game at hero-questing than any other edition of D&D.
Now I don't agree with this either, but I'll readily concede that this is just in the realm of taste. I personally find that, for my group and our preferences (and we're not averse to a bit of crunch with our combats), 4e delivers a pretty epic combat experience.
I would say a game like Heroquest, Legends of Anglerre... or for more crunch... Exalted, Earthdawn and a few others offer a much better Mythic/hero combat experience without getting bogged down in the tactical skirmish nature of D&D 4e's combat. But I digress, this is mostly about feel and I agree with different strokes for different folks.
SIDE NOTE ON COMBAT: To further expound I feel that the grid can become a limitation and hinderance to the types of combat and landscapes of battles once PC's reach a point unto godhood, but that's just my oppinion.