Keldryn
Adventurer
These rules don't get out of the way... they get right up in your face and force you to interact with them on a level that isn't immersive, but can make for a great story.
I think the majority of casual players just want to roleplay their character and leave most of the mechanics and creation stuff up to the GM. Often times it seems narrativist games want their fun to come from players getting to sub-GM when they just want to be a player playing their character... while gamist games seem to base their fun on one understanding and learning to manipulate the rules system when most casual players just want to get on with playing their character. Of course I could be way off and it is just my opinion.
(Trimmed a bit from the quoted text)
I think you're right on the mark here. After a few sessions of 4e at the end of last year, I ran a "red box" Basic adventure before we took a break for the holiday. My two "casual" players both felt much more comfortable playing Basic and enjoyed the game a lot more. My wife (one of the two casuals) said that she was feeling like she really needed a break from 4E, and that after playing Basic she finally got why people really get into playing these games! She told me that with the Basic game, she felt like she was actually interacting with the game world, whereas in 4E it felt like she was just interacting with the rules.
Neither my wife nor the other casual player care that fighters in the older rules don't get a variety of special attacks or gain new powers/feats/etc as they advance in levels. They would rather not have to manage any of that. More hit points and a better chance to hit at each level are just fine with them.
Of course two people are not a representative sample, but I've seen this before when introducing new people to the game. In my experience, they do typically just want to play their characters and interact with the game world without worrying about whether their choices are optimal from a game mechanics perspective.