The real Pawn Stancer IME is like the real Turtle, gaining actual satisfaction from not playing the game. I've seen them smile with satisfaction as they deliberately disrupt the immersion of the other participants.
People in any stance can be dicks, and the discourse around RPGs encouraged a culture of enshrining one playstyle and denigrating another for decades. It doesn't surprise me at all that there are people who not only want to play in pawn stance but go out of their way to disrupt actor or author stance players. I don't think being disruptive is inherent to pawn stance play, though, or even that pawn stance play is necessarily incompatible with other people at the table immersing or telling a story. (Mind, if they don't get enough tactical or strategic play, either they're going to be bored or they're going to try to create those - like the person who skips the cut scenes in a console Tactics RPG.)
Nothing wrong with these players at all, but if you have a table full of them scene framing may not be the best approach! Break out G1-3 or White Plume Mountain instead.
Oh, absolutely, a full table is a very different story! ^_^ I was thinking of situations where you have one or two players who are interested in driving the game, and one or two who are interested in enjoying the ride. Conventional RPG wisdom on this situation has, IMX, gradually morphed from "smack down those spotlight hogs" to "draw those unengaged players in to the game." My feeling is that often, neither of these are beneficial. Reactive players are happy to follow proactive players, not because they're unengaged or intimidated, but because they want to be passengers, not drivers.
This is pretty interesting to me--what would you say were the first hints of games, or specific mechanics in games, that explored some of this? My experience at the time is incredibly narrow--In the '80s, I pretty much played BECMI, a little Top Secret S.I., and Battletech, and that's about it.
I think there were a few early games that tried to do this, or that backed their way into mechanics that helped it happen. Pendragon and Ghostbusters leap to mind as some of the first games to start exploring the idea of rules shaping play, rather than just describing the world play took place in.
But people didn't really start thinking coherently about it until the mid-late 90s, and it happened because not just individual tables (as chauchou is talking about) but whole game lines tried to do new things, without trying to make new tools.
The earliest games were sandboxes. One step removed from wargames, they were very much in the pawn stance as we'd understand it today. The GM drew up a dungeon and filled it with monsters, traps and treasure. The players rolled up characters and tried to balance risk and reward to "beat" the dungeon by cleverly using their resources. That's not to say roleplaying didn't happen - it did, and the participants enjoyed it, but it wasn't what the game was for. Roleplaying was one of the things that spiced up the problem solving, along with joking around, swapping stories, and generally hanging out with friends. Fantasy fiction inspired the worlds, but that was as close as the relationship to fiction went. The GM was adversarial, not because he was a jerk or on a power trip, but because the players' fun was expected to come from overcoming the challenges he'd created, and the GM's fun, as often as not, was in finding out how (or if) they'd do so.
But this playstyle was just what developed naturally at Gary Gygax and Dave Arneson's tables and among their circle of friends. It wasn't clearly communicated through the rules. When those rules got out "in the wild," a lot of people started using them to play Let's Pretend instead of Fantasy




ing Vietnam. These people didn't want "story" to mean fun (at least if you were there) anecdotes about gaming sessions past, they wanted to
play a story...
... and they would spend the next twenty years trying to figure out how to make that
fun. Adventure modules morphed from being environments to explore to being stories to play through. GM control was the only way people understood to tell more of a story, which led to railroads like the Dragonlance Chronicles. Late TSR AD&D 2e and early White Wolf Storyteller games were the extreme of this kind of gaming, right down to being enshrined in the name of the latter system! The GM, who was originally called the Referee, an impartial but hard-handed arbiter who managed the world, had become the Storyteller, a very much partial but often velvet-gloved author and director. Players seeking to take creative advantage of the rules and the game world, the
virtues of the earliest games, because vices because they were "disrupting the story."
It's important to note that I don't think there's anything wrong with this style, either! I love Japanese-style video game RPGs where the characters and plot are preset and player participation is limited to combat, and as long as the GM's story is good, I enjoy that at the table, too. Like the lethal, player-skill driven sandbox, the metaplot-driven railroad isn't my first choice, but it's a choice I can and do enjoy.
But systemically, AD&D and Storyteller did nothing to create the kind of games they claimed to be. Vampire was billed as a game of personal horror... and the book contained a laundry list of firearms and cool powers. Looking back it should be no surprise that it lent itself to playing superheroes with fangs! But at the time, nobody seemed to understand that how an RPG was designed influenced how it was (or could be) played. Instead, by the peak of Storyteller style, playing by the rules was widely considered a dirty thing, roll-playing rather than role-playing.
It's only after dissatisfaction set in, and the internet offered new avenues for discussion, that modern, purposed RPG design started being a thing. (Board games would undergo a similar revolution in the same period, with Eurogames. I personally suspect that the purposed, professional design seen in the expanding, big budget video game industry was an inspiration, if an indirect one, but the correlation doesn't require causation.)
Robin Laws was one of the first to call for the development of RPG theory, so it's no surprise he was either the first or one of the first to design a game that consciously did something truly different on a systemic level. HeroQuest/HeroWars is the earliest game I can think of that consciously set out to create a specific kind of play through its rules. Its Big Idea boils down to making all attributes equal, whether they're physical, mental, social or even environmental, so effective play consists of making your attribute the important one for a given confrontation. HQ is an amazing achievement, and it works, but it's fair to criticize that it can get samey if you're not careful - all things being equal, all the things in it are equal. It also doesn't create a certain kind of story, it's just a toolkit for creating stories through play.
The Forge (and its predecessor and sometime contemporary, rec.games.frp.advocacy) took this to the next level. Forge-inspired games like Sorcerer and My Life With Master are usually tightly purposed, and players are meant to play by their rules to create a certain experience. Most of them are story-oriented, because that was the desire that, in the late 90s, traditional RPGs were trying and failing to address, both because of how they thought about mechanics and how they thought about the GM/player divide. Rather, because they
hadn't thought about either.
The Forge talked the talk about Gamism and Simulationism (incoherent though the latter may be), but never seems to have walked the walk. But their ideas inspired other groups of designers to start looking at their mechanics and their advice in new ways. D&D 4 is probably the most prominent example of that, but new games that
don't intentionally try to create a type of play through their design are the exception rather than the norm now. A game like The One Ring is superficially traditional but mechanically supported theme and style run through it from cover to cover.
There was initially a hostile reaction against this new kind of thinking, and to some extent there still is. Roleplayers had been trained for decades to treat different playstyles as
inferior playstyles, and, for good or ill, most people come to this hobby by being introduced by an existing player - with existing biases.
In terms of games with great advice as well as the mechanics to support it, I'd look to the FATE 3 games (Spirit of the Century, Dresden Files and the recently-kickstarted Fate Core are excellent choices), the Cortex+ games (Leverage is probably the best for advice, but also Marvel Heroic Roleplaying and Smallville), and Luke Crane's Burning engine games (Burning Wheel, Burning Empires, Mouse Guard - but Crane can make Ron Edwards look soft-spoken, so this isn't for those who aren't willing to append "IMHO" even where it may not have been intended; MG is better in this respect).