There seems to be a feeling out there that 4E is based to much on abilities and powers, what the pc can do rather than the story. This trend by players and DM's worries me for the future of D&D. Do we really need rules for emphasizing story aspects of an RPG?
I have been playing and running a number of demos over the last month and have not found this to be true. However, I have found that if the DM lacks imagination or does not clearly state that the demos are showing off combat rules or some other subset of the rules the players react with statements like, “this is just monster bashing...”
My understanding is that a rule set for RPGs should focus on conflict resolution, primarily combat. I for one as DM don't want the game to dictate how my story is told or what I should or should not emphasize in my campaigns. These are aspects of the game that, in my opinion should be left to the real life people involved in the game, the DM and players. For example I run very different games for my 11 year old son and his friends than I do for my adult group. They are just different! There are very different levels of role play and plot complexity.
With that in mind it seems very reasonable to me that the forthcoming PHB should lean heavily towards the powers of the characters. This is balanced by a DMG that leans heavily toward creating encounters (both combat and non-combat), adventures, settings and worlds... This will allow those DM's that are creative the flexibility to develop original campaigns and ultimately place the role playing back in the hands of the participants rather than the rules!
I am very interested in other views on the subject. Please comment!
I also wonder how much of this could truly be attributed to the difference between late babyboomers, GenX'ers and GenY kids? I am a very early GenX'er (1968) and am really seeing dramatic differenecs between myself and the kids born post 1980 (GenY). And yes I know some of you are aproaching 30yrs old...