First, only you and Ahnehnois - both of whom seem to have little familiarity with indie play - characterise it as involving "shared narrative". I have not used that phrase, and I don't believe that @
TwoSix , @
Manbearcat or @
Jackinthegreen has either.
I think an important nuance to the indie playstyle is that when the players are ceded an amount of narrative authority, that also grants them a level of narrative responsibility. Many of N'raac's examples are based on the presupposition that the players will be trying to advance their character's interest ahead of the interests of the shared narrative. It's the responsibility of the players to not frame their goals and intentions in a way in which fictional positioning cannot be respected and from which no conflict can arise. To extend a metaphor a bit, if the DM frames the characters into a frying pan, the players are supposed to get the characters out of the frying pan and into the fire.
Emphasis added. In fairness, I had thought the term arose more frequently than it did.
Second, as TwoSix's most recent post shows, it is the "indie" players who are pointing out that certain rulesets cause balance issues because when pushed hard by the players they break down. It is you - the non-indie player - who is saying that player forbearance can contribute to play balance. Which may well be true for you, but in my view is not true in indie style (for the reasons that TwoSix gives).
I would not use “player forebearance” (the player chooses not to use his character’s abilities to their full effect) so much as a player understanding that unbalanced results are bad for the game, so let’s ensure abilities have a reasonable, comparable measure of utility. That includes reading spells in context, and not assuming the best, or the worst, possible results of any perceived ambiguity.
There's a contingent of roleplayers who don't feel talking in a funny voice does a whole lot to really define a character. Other people feel differently. It's nothing to feel put-down about when people don't necessarily like what you like. (Although @
Aenghus makes an excellent point about the slow loss of a gaming community that reflects one's personal preference.)
Why is “thespianise” equated to “speak in a funny voice”? Playing in character, demonstrating his beliefs through his actions, and providing (or not sharing) information consistent with your player’s personality, rather than providing a background sheet from an author’s perspective, do not require “speaking in a funny voice”. Again, the concept is being dismissed out of hand in your comments.
"Roleplaying" I take as meaning "playing your character". "Metagaming" I take as meaning referring to or drawing upon considerations that do not exist within the gameworld as experienced by the PC, but are mechanical or other devices that matter at the table, or story elements known to the player but not within the ambit of the PC's experience.
Understood in that way, I know from personal experience that metagaming is not antithetical to roleplaying and can in fact support it. The example is one I posted in a thread a bit like this one a couple of years ago now. The paladin had been turned into a frog by an NPC hexer. There were the usual jokes by the other player as they moved their token past the frog-token on the map during their turns of the combat - "Look out! Don't squash the frog", "Is it a frog or a toad", etc, etc". Then the effect ended as per the rules of the game. The paladin player's turn came up, and he had the PC advance on the hexer, saying something along the lines of "I'm going to defeat you in the name of the Raven Queen!" (This sort of stuff is the PC's default threat during combat.) The hexer (played by me, as GM) replied "I'm not scared of her or you - I already turned you into a frog!" And the player replied in character, without missing a beat "And she turned me back."
Nothing set out above seems “indie-unique”. It is not necessary that the Raven Queen have turned the character back, nor does that aspect have any bearing on game resolution. The PC’s beliefs are role played in his belief that “luck” on his part is “divine guidance” by the Raven Queen. True or false, the results will be the same. Why did she “let” him be turned into a frog in the first place?
Furthermore, a system that limits the player to considering only the subjective experiences of the PC actually makes this impossible, because (except in very rare cases where the GM plays a god as a divinely intervening NPC) the PC never has direct experience of the workings of the divine, unless mediated via clerical magic. Having played religious PCs in the past, I am actually very aware of how process-simulation mechanics in conjunction wtih an instance upon this sort of non-metagamed RP actually make it very hard to maintain sincere religious belief on the part of the PC, because you are never able to confidently affirm that you have had experience of the divine directly in the world (except for clerical magic).
I’m going to leave this one alone. It strikes me as carrying far too great a potential for crossing over into a real-world religion discussion which cannot end well.
This isn't true for my group. If the two PCs have different personalities, then this should be reflected in their PC build - and a game that doesn't have that degree of "heft" in its build rules is therefore not a good fit for my group.
When I played Rolemaster it was very effective for this. For instance, you look down the PC sheet of a demon-summoning wizard and see a high Lie Perception (=Insight) skill, a high Duping (=Bluff) skill, but other social skills all pretty mediocre - and you can tell that this guy is a manipulative bastard with a heart of stone. (As indeed he was.)
Compared to his wizard friend whose Lie Perception and Duping are find, but so is his Seduction, his Bargaining, his Pleading, his Public Speaking, his Interrogation, his Intimidation. This is someone with a huge personality, gregarious, able to dominate any social situation he finds himself in.
So two gregarious, socially skilled characters, and two manipulative characters, cannot be different in any other way. A high Insight and Bluff could be a manipulative bastard or a charming con man (and nothing precludes a “heart of gold”). The fellow with vast social skills could be a ruthless, manipulative bastard caring about nothing but his own rise to, say, political power. An inability to have a personality beyond the mechanics strikes me as a flaw in a role player. Certainly, I look to personality and ask “what kind of skills would this person learn”, but a cold-hearted ruthless bastard out solely for himself could pursue that with many different skill sets.
And none of those characters need a "funny voice" to be effectively role played.