innerdude
Legend
It's hard to say what might have happened, but for me, I think it would have been much easier but much less rewarding. I had a hard time with the 3.5-4e shift. I really just didn't want things to change, regardless of what that change was. Hating 4e for it being different led me to look at other systems and really branch out, which led me to have the breadth of experience to look closer at what a game can offer, what I do and don't like about it, rather than just throwing out close-minded insults. It took awhile of trying different stuff, and of trying old stuff again, but it was actually quite formative for me, as a gamer.
This is eerily similar to my own sort of "journey," aided greatly by the fact that after a decade of being a player, I finally "peeked behind the curtain" and started GM-ing.
And what a revelation that was.
As a player, I had never cared much about class "balance," "casters being overpowered*," etc. I simply played the characters I wanted to play.
And even as a GM, they weren't as a big a concern as I discovered them to be......but they were still a concern. Suddenly, I had to start thinking of "the game" in totally different terms.
As I quickly discovered, even with much of the streamlining/fixes in place with Pathfinder, 3.x is still a very "heavy" system. There's some ways that's good, but one of them isn't in ease of GM prep, though I've found that by hoarding high-level NPC statblocks, you can judiciously avoid the most agonizing part.
However--I'm not nearly as passionate about Pathfinder now as I was at its inception. Not because it's not a great treatment of the 3.x ruleset (if I'm ever going to run ANYTHING 3.x, it'll be Pathfinder, Arcana Evolved, or nothing), but because I'm not nearly as enthused about the entire 3.x branch of D&D after trying other stuff.
4e was definitely not the direction I wanted to go ("narrativist" gameplay style runs nearly counter to my sensibilities), but even with my "branching out" the last 18 months still in its nascence, I'm certain that there's a better RPG system out there for the types of games I like to run that isn't derived from D&D at all. Savage Worlds is about 85% there, but the 15% that isn't makes it hard for me to be totally gung-ho about it, so I still have a high incentive to try other things.
*The caster/mundane class disparity is, in my experience, almost entirely a function of playstyle/GM/group dynamics, but in the hands of the wrong group could certainly be problematic.