Ah ah ah hah! Okay, now it's starting make sense why we're talking around each other here. One of the key premises of Alexander's entire argument is that the act of "dissociation"--players making decisions outside the boundaries of those the character can make within the milieu--is inevitably and irrevocably "leaving the PC's perspective." It's a direct 1-to-1 correlation; you make a "dissociated" decision, you are necessarily
not roleplaying at that exact moment. As soon as the player "re-enters" their "PC Habitation" space, he or she is then "roleplaying" again.
In the Alexandrian's theory, the act of "roleplaying" (at least as it ties to mechanical resolution, and not merely "freeform storytelling") is inextricably tied to the association / dissociation binary. When working within an RPG's mechanical resolution structures, "roleplaying" is made possible through decision-making association.
Now, you can argue with this premise, certainly. But if you accept the baseline premise, then the act of "dissociation" is necessarily a form of removing the player from their "PC Habitation." And if you accept the premise, the question becomes, does/do the player(s) care when this happens, and how often, and how long does it last, and is their play agenda predicated on maintaining that "PC Habitation" at all? If you DO care that it happens, and you want it to happen as little as possible, and when it DOES happen it lasts as short a time as possible, then your affinity for a given mechanic or set of mechanics will vary wildly. (And likewise for the opposite. If the player doesn't care, doesn't have a preference for maintaining "PC Habitation", then things that cause "breaks" in that habitation don't bother him or her. I think most of us prefer a middle ground, where we sacrifice some "PC Habitation" time for other interesting results, to speed up play, or to make things "thematically appropriate." I personally just don't like sacrificing very much of it.)
For example, pemerton, you've widely cited the example of your player saying that the Raven Queen actually "caused" a saving throw success, citing that it was a "thematically appropriate" to the fiction, and caused the player to be more immersed, because that's what
should happen when you're a paladin of the Raven Queen. An interesting conversation to me would be to compare my approach to that player's approach, and see where the similarities, and differences lie in how we view our "PC Habitation" space, and how a rules system aids or detracts from it. It would be fun to hear his perspective, to gain some understanding.