I think the issue here is that the kind of "thematic depth" and "martial fiat" that you mention as being your experience with 4E is, as Manbearcat said, the result of deeply understanding the rules, which is of course related to system mastery. The problem, though, is that the true pleasures of 4E are only "unlocked" through an enormous amount of play. In other words, as was the case with 3E, while it is very easy to learn the basics, to really understand the system - and to be able to "fly" with it - requires a huge time investment, which also requires interest and a certain aptitude with rules systems.
There are many things about 4e that I appreciate greatly. However, I would say that at its absolute core is friendliness toward the metagame. The AEDU framework is emblazoned with thematic, flavor-rich, mechanically-rich powers; exploits (martial), evocations (primal), prayers (divine), spells (arcane) etc. It provides players with never-before-seen (especially martial characters) abilities to impose the vision of their archetype upon the fiction; and some taboo, metagame means to do so (author and director stance). This culminates in powerful narrative sculpting capabilities from the PC-side of the game. From the GM side, you have metagame scene framing tools (non-combat and combat), carrots (milestones/APs, quest xp embedded in advancement), and outcome based design which gives the GM unprecedented control in consistently conjuring the challenges/pressure/adversity that they're looking for the PCs to respond to.
As an aside, this is the primary reason why I see nothing in 5e that appeals to my group's sensibilities. It seems that, once again, the metagame is absolutely taboo...and the game is built around that premise.
I think there are three ways to have immediate understanding of the fundamental design framework of 4e;
1) Exposure to indie gaming systems that promote this friendliness toward, and leveraging of, the metagame (this could be through play or just reading).
2) An evolution of playstyle that is burned out on a creative agenda that states flatly that the metagame is a subversive concept within the RPG credo. A playstyle that has slowly (or radically), organically moved toward overt metagame tools/props/concepts; failing forward, fortune in the middle, bangs and kickers or any player authored thematic story element (hence the thematic preparation and efforts at coherency in my games), metagame carrot incentives (FPs, APs, etc), etc. A playstyle that has appreciation for and understanding of the pacing of a scene-framed game versus an open sandbox or an adventure path.
3) No exposure to RPGing and the D&D cultural meme that metagaming is subversive to RPGs.
I had both 1 and 2. I
got what 4e was either aiming at or fell into (most unlikely) immediately. There was no system mastery required to produce what I was looking for. I'm better now than I was at the beginning but the game that we're playing now is not too far from the game that we started with.
If you do not possess either 1 or 2 within your background and strictly played 1e gamist sandbox/dungeon-crawl, 2e massaged story/DM force AP, 3.x/PF process sim sandbox, then 4e conceptually and mechanically may look like you've got a different horse hitched up to your worn old wagon. However, after a little bit of exposure (and maybe some disagreement with the subversive metagame philosophy), you may find it an elegant, user-friendly way to get where you want to go. Or not.
This is what I want to call tactical play too. Sneaking around the starboard side of the Sea Ghost in Sinister Secret of Saltmarsh and storming it like a SWAT team was a very satisfying tactical experience, even with low-level 1e character options. (If everyone else is calling something else tactical play, I'm willing to call this "strategic" play...but what is the difference there, really?)
I think its a mix of both. Strategic to put the odds in your favor and tactical in the moment of conflict to secure victory.
In my book, solely strategic would be such that the fight is utterly won without any steel drawn or resources deployed during a scrape (such as drowning a dungeon with an endless decanter or dimensional shifting a heward handy haversack bomb, etc).
Actually this is covered by the psychographic or whatever profiles in the 4e DMG is it not?
After looking it up, the profile that covers this is called "Thinker", while what you guys like about 4e's "tactical play" doesn't seem to be nailed by any of the profiles; maybe a cross between Actor and Power Gamer.
That works for me. If there was a Seer or Oracle (something that implies metagame leveraging), that should be in the mix.
I think a novice GM who takes the right bits from the 4e DMG has a good shot at getting it right, but an experienced GM used to either 3e Linear Adventure Path or Old School Random Sandboxing play who tries to do either of those in 4e is not going to have a great time.
I absolutely agree with both of these points.
I think I found 4e easier to understand because to me it signalled a whole host of departures from some traditional ways of playing D&D (like the adventure path or the dungeon/sandbox), and seemed very obviously influenced by indie ideas around thematically laden characters confronted by situations the GM has deliberately designed to speak to those thematic concerns.
This was a GMing approach I had stumbled towards on my own over the course of 20-ish years <snip>. You have to ignore a lot of traditional GMing advice to get there (for example, a lot of traditional advice lambasts metagaming and emphasises world-building over encounter design). I was helped in understanding what I was trying to do, and subsequently in recognising how 4e could help me do it, by my discovery of The Forge in 2004.
Same backgrounds for both of us. Its no coincidence that our ultimate testimonies are the same.
If I take the formor naval commander PC that I spoke of earlier (in this thread? Or maybe in another?), I can frame scenes around him that either overtly call on that thematic material (homeless and unappreciated vets, pirates, corrupt beaurocrats, begrieved families who have lost their beloved father/husband who died in battle for his brothers-in-arms/country, fallen heroes needing a second chance, anything relating to sailors/boats/ships/ports/navigation, etc) or imply it and I know that my player is going to take the reins over and sculpt what comes next. I don't have to force any story and I really don't have to work too hard at playing out the color of the thematic material or making it over-the-top. We've got common understanding and he's got the thematic underwriting/machinery within his PC and the backing of the mechanics/resolution tools to take things over and off we go. This is why I work hard pre-campaign to make sure I'm on the same page as my players thematically and with regards to their genre expectations. If I know those things through and through, it is unbelievably easy for me to compose something off the cuff, throw it at them and know they will recognize it as relevant to their characters and the rest of the session will emerge coherently from their resultant decision-making.