I have an issue with enthusiasm for D&D Next. My group has play tested 2 or 3 sessions for every packet that has been released, but without much zeal. I have two players that are only mildly interested, one that is passive aggressive toward the system, and one who hasn't bothered to show up since reading the first packet.
The general feeling is the game hit and miss (at best), but there is very little to be excited about. I, as the DM am probably most receptive to the changes--I really like some things, am unsure about others, and hate others. Most of the group feels the play test is an unpleasant chore. Arguments have broken out about what we are going to play when DDN is released and presumably DDI support for 4E ends (Pathfinder, 4E, Savage Worlds, 13th Age, etc.). After 25 years, I wonder if my gaming group is going to survive this edition change.
I really want to keep my group interested, and providing feedback. If players who aren't thrilled with the system give up and don't provide feedback, WotC is going to only get opinions from those who mostly enjoy the system... a feedback loop that could prove disastrous to "big tent" goal.
I've been thinking about it a lot, and I think one of the biggest issues has been the adventures. My group doesn't care for the "old school" modules; it's not our play style, and we find it frustrating and unengaging. Since I run a regular game every week outside the play test, I haven't felt I have the time to invest in building an adventure for an ever-evolving rule set (much less a mini-campaign). I am planning on writing an adventure more akin to our usual style, and switching the regular weekend game to the play test when the next packet is released.
I'm not sure the best way to broach this with my players. I don't want to force them to play something they don't want, but I really feel if they gave it a shot with a homegrown adventure that they might come around. Has anyone else experienced these issues? Or have any advice for keeping players engaged?