if you use enough detachment, adopting what I assume is the "pawn stance", you can never be brave in an RPG. You can just throw enough freshly-rolled up characters at a problem until it goes away, Russian Mine-Clearing Style. I guess a "director stance" would be just as detached.
Two responses.
First, you seem to be looking here at the bravery of the player. That's an interesting issue, but I was wondering about the bravery of the PC. If hp are an ingame reality, then a PC knows his/her hp total, and a PC who goes into fight with single digit hp left is indeed brave - even if the
player is quite cavalier about loosing that one and brining another "toon" into play.
Whereas if hp are metagame, a PC who goes into combat with low hp could easily, in the fiction, be characterised as happy-go-lucky or overreaching in his/her ambition, even though the
player, in playing his/her PC that way, is being quite brave (within the tabletop RPGing context) because (at that table, let's imagine) the costs of losing a PC being quite high (eg you have to start again at 1st level).
Also, as [MENTION=27160]Balesir[/MENTION] suggested and as I hinted at in a reply upthread to [MENTION=48965]Imaro[/MENTION], I think you are being too narrow about director's stance. I know that director's stance is utterly compatible with immersion in character, because I have seen it happen. It is in my view a mistake to associate
stances, which are certain
logical or
conceptual modes of play, with
emotions or
psyhcological states that people might experience while playing. It is possible to play in actor stance yet be completely detatched and unenthuses; or to play in author or director stance and be fully engaged and immersed in the ingame situation and your PC's interests and concerns within it.
The difference between *living* a narrative and *constructing* a narrative, you might say.
<snip>
In interviews with some authors, I had previously heard about characters "coming to life" for them, their personalities, desires, "voices" messing with and derailing the intended plot. I seriously thought it hokey, until I suddenly experienced it myself.
I don't dispute that these sorts of experiences occur. But they don't make writing a novel any less the construction of a narrative! The novel didn't, in any literal sense, write itself. Likwise for RPGing, it seems to me. Whatever the motivation or causal process, someone who is a reall, flesh-and-blood person had to establish certain propositions ("I'm attacking this hobgoblin; I'm saving that child") as true in the shared fiction.