Why isn't context enough?
I've never needed any particular cue as player or as GM to denote the switch between speaking as a player and speaking as a character. I'm fine with accents either way but I've never thought of them as in any necessary for distinguishing in- and out-of-character speech.
Of course, in my games, out of character speech is very common. There are social digressions; and I also happen to prefer it when players discuss and analyze things their characters and what they are doing. I think it makes for a better game.
It is true, though, that I strive for games in which characters do not think or act like people today so maybe that helps.
I've never needed any particular cue as player or as GM to denote the switch between speaking as a player and speaking as a character. I'm fine with accents either way but I've never thought of them as in any necessary for distinguishing in- and out-of-character speech.
Of course, in my games, out of character speech is very common. There are social digressions; and I also happen to prefer it when players discuss and analyze things their characters and what they are doing. I think it makes for a better game.
It is true, though, that I strive for games in which characters do not think or act like people today so maybe that helps.