Some of my favorite gamers to play with have very little interest in learning the rules, because the rules bore them. Those same players are most likely to try the crazy stunts and imaginative solutions that make for great moments at the gaming table. I'm not interested in a game that deems those players Unworthy and refuses to consider them in the design process.
I agree and disagree with this. A rules system should be robust enough to quickly and easily adjudicate creative player actions and should encourage such actions.
But in the long run, I expect players, even the creative ones, to put forth some effort in actually learning and understanding the rules. For a player to continually put the burden of managing their PC and interpreting their actions in a rules context on the DM and the other players in the group is not acceptable to me. I think its unfair and selfish.
If another DM is ok with it, fine. But if I DM, I eventually expect my players to learn the rules of the game and know how their PCs work mechanically. The "G" in "RPG" is just as important to me as the "RP".
Some players aren't all that into combat and don't pay much attention after "Roll initiative." But they come alive when roleplaying, and make things fun for everybody. I'm not interested in a game that deems those players Unworthy, either.
That's fine. A player can love RP over combat, but still know their PC well enough to take their turn in about 30 seconds. In fact, PCs who don't care about combat are usually
faster than the ones who do because their minds don't get paralyzed with all the tactical possibilities. They just act.
And most of the folks I play with enjoy some kibbitzing and joking around. I'm not interested in a game that demands I treat every moment as Serious Business.
Of course. We don't run every combat in hardcore tactical commando mode. We screw around and joke at the table as much as the next group. But we joke around with the understanding that the length of a combat is solely in our control.
other editions have done much, much better at this than 4E.
1e/2e was fast because it was simple. Complex actions are almost entirely adjudicated via DM fiat. No dice and nothing to look up makes things fast. 3e introduced numerous complex rule subsystems. 4e streamlined the 3e foundation, but of course its not as fast as 1e/2e. That's true.
But while 1e/2e was usually fast and loose, I also remember entire sessions spent arguing about who was standing where when a trap went off. Or the impact of air resistance on the falling rate of a PC who had just cast feather fall, complete with the DM and players actually pulling out their physics textbooks and scientific calculators. Not to mention elaborate descriptions of every possible way you could poke something with a 10' pole, and so on.