Notice, though, how many of the "boxes" 4e D&D ticks:Generally I think that neo-trad styles of play are not all that far from trad in terms of their mechanical design and a lot of their basic process. There are specific things that are HELPFUL, added ways to flag character concept elements, ways to trigger and manage plot arcs under greater player control, etc. However many trad games are played with some of that mindset anyway. A game like 4e can spin in that direction for sure, with the players selecting all the elements of character build, including all their items. There's a very rich milieu that ties into the character stuff, so it is VERY easy for the GM to understand "oh, I'm supposed to run something with Demons" or whatever.
*Asymmetric gameplay (GM doesn't roll in skill challenges; GM doesn't use PC-build rules to create combat antagonists);
*Clear agency for the PCs, at least sometimes (I'm a Dwarf so I fight giants; I'm a devotee of the Raven Queen so I fight undead and Orcus; etc);
*Chekhov's gun mechanics (getting rid of much of the mechanical cruft of earlier versions of D&D);
*Bounded bookkeeping (fewer lists to be reference in play (cf during build/prep), monster builds on a standard template, etc);
*No rule zero.
*Clear agency for the PCs, at least sometimes (I'm a Dwarf so I fight giants; I'm a devotee of the Raven Queen so I fight undead and Orcus; etc);
*Chekhov's gun mechanics (getting rid of much of the mechanical cruft of earlier versions of D&D);
*Bounded bookkeeping (fewer lists to be reference in play (cf during build/prep), monster builds on a standard template, etc);
*No rule zero.
I think some of the more trad RPGs do have both build and resolution rules that favour GM-driven play in virtue of GM-driven prep (especially the need for map and key resolution in so many RPGs). So even when the mindset is there, the execution is harder - similarly, and as mentioned in another current thread, my group was trying for something like "story now" with Rolemaster, but there are features of RM that don't help and indeed actively hinder.