Balesir
Adventurer
Some nice suggestions, here, but no mention of what is the main thing for 4E as far as I'm concerned - Transparency.
When playing 4E, everyone at the table knows (or at least can know, if they read the rules) what the rules are. In every previous edition, only one person at the table has complete knowledge of the rules. The others have some clues and beliefs, but at the margins at the very least they are just guessing.
So, my list would be:
1e - Adventure! (both the written adventures, and for introducing us to adventuring RPG)
2e - Worlds (for showing how far adventuring could take us)
3e - Breadth (because I think 3e did well pointing up the breadth of game elements, not just character options, that could be incorporated into the system)
4e - Transparency (for finally making the rules something for everyone)
When playing 4E, everyone at the table knows (or at least can know, if they read the rules) what the rules are. In every previous edition, only one person at the table has complete knowledge of the rules. The others have some clues and beliefs, but at the margins at the very least they are just guessing.
So, my list would be:
1e - Adventure! (both the written adventures, and for introducing us to adventuring RPG)
2e - Worlds (for showing how far adventuring could take us)
3e - Breadth (because I think 3e did well pointing up the breadth of game elements, not just character options, that could be incorporated into the system)
4e - Transparency (for finally making the rules something for everyone)