Based on all the above - I might propose SP is play, and it is role-play, and when it plays out as or within rules and mechanics, it is role-play gaming. I like the way it pushes attention toward how well players parse and respond to what is narrated, and explore what the author has in mind (or has recorded). It is respectful to the author. I accept separating "your play" from your materiel, playfully, but not gamefully.
This is definitely an interesting ... take. I say that not to be oppositional, but because it would be contrary to how SP is understood.
Thinking of one of the singular hallmarks of SP. It's not based on
character ability, nor on
roleplay, but on
player ability. In that sense, the player is aware of the game
qua game and is
deliberately engaging in the fiction of the world as a game.
This is the Bob I - IV example, or, put another way, the issue that many people phrase as the "meta-game" issue. The experience of the player engaging in the game's world is transferred from character to character despite there being no causal mechanism to do so. This makes it distinct from "role-play"
The issue that you seem to have is that you are tightly holding to the idea that those things that the rules do not particularly describe, are not part of any game. I would reject this wholeheartedly!
Ex. 1. "Bluffing, reading people, knowing how much to bet are not part of the game of poker because they cannot be particularly described in mechanics, but are instead socially navigated at the table and depend on the various strengths, weaknesses, and knowledge bases of the players."
Ex. 1. "Choosing when to foul, or when to flop, or the amount of contact to provide in a game of basketball is not part of the game of basketball because it cannot be particularly described in the rules of basketball, but is instead a function of numerous issues, including the strengths of the players, social constructs, and interactions with the referees."
Etc.
Games contain all sorts of rules- those that are full-on mechanics, and those that are norms, and those that are in-between, and all of these can change depending on whether you are discussing the game as written or as played. Football (American), for example, has extensive written and codified rules, yet any person will tell you that the rules
as written regarding holding are completely different than those
as played. Moreover, it is common to note that there will be interactions between players and referees to determine the general level of officiating that will take place in the game.
I could continue, but you get the gist. There are two separate issues with your analysis:
A. SP includes interaction with the ruleset. Many examples of SP (from flaming oil, to casting continual light on a rod and covering it) involve specified interactions with the rules. SP includes using rules in certain ways that are not obvious (there was no "flaming oil" skill, for example) and continuing to use that from character to character.
B. You seem very caught up in the issue of the DM-as-adjudicator. I really don't want to get into this (given that this seems to be a point of contention for some people who prefer various modalities of play), but the multiple ways of making decisions, of adjudication, largely arose out of the common heuristics of the time. Do people think that things like, "Rule of Cool," or "Just say yes," or "Don't roll unless you absolutely need to," or even, "fail forward," sprang forth, fully formed, from the brows of modern game designers? Or were these codifications of practices that already existed?
Arguably, one of the issues with SP (and the decline of it as a primary modality of play) is because of the
variability in DMing, which is certainly an issue. As I wrote near the beginning of this thread, in response to another poster who has similar opinions to yours:
At a certain point, you either recognize you are playing a social game that involves other people and that we all live under assumed norms and a social contract or you don't. It's that simple.
The level of trust people have with each other is, in the end, their own call and independent of the system.
This is true whether or not you're playing D&D or Burning Wheel, Star Frontiers or Dogs in the Vineyard. The level of support given to the DM, the nature of the resolution system, the balance of authority within the RAW, and the issue of deference to rules or
ad hoc rulings can, and will, change, but the fundamental issue of trust, between and among the players and the referee, will not.