It's an activity that gearheads find enjoyable.I just don't get the appeal of all the planning and working and min-maxing...
I think Nightson, Toben, & Burrito have the right of this (mechanics & roleplaying aren't mutually exclusive), but in the interests of exploring the topic more... what defines the character? Is it just personality? Background? Those elements aren't totally divorced from the mechanical aspects. If you're a fighter that carries some assumptions about the character's personality (probably not afraid of a fight) and background (well versed in the use of arms & armor), and being a wizard carries different assumptions. And to go further, what type of fighter, or wizard, or what have you, might also say something about who the character is. A diviner would probably have a different outlook and approach to problems than an evoker, for an easy example. Having those mechanical options available opens up new ideas for roleplaying options....without the character to back it up.
And Martial Power, at least, does give you a bunch of new & different styles for the martial classes. A beastmaster ranger has an interesting roleplaying hook - the beast companion - that archery/2WF rangers don't have. So perhaps the players in question already have their "character" created, and it is married to these splatbook mechanics.
Or they could just be powergamers who don't care about roleplaying at all. Only one way to find out!
