Sure, I think plausibility is probably more accurate than realism. Or perhaps clarifying realism as it would be for such and such genre.
I believe I did that with highlighting the difference between a sandbox campaign with GURPS Discworld versus a GURPS Majestic Wilderlands coupled with the fact I describe the Majestic Wilderlands and the Majestic Fantasy Realms as Medieval Fantasy setting.
So, this to me speaks to a de-prioritization of game play. And there's nothing wrong with that, but it certainly has an impact on player agency and playability.
Not at all because I make it clear that players can attempt anything their characters can do. And what the character is defined by is their descriptions. And their description consists of notes and game stats.
The game mechanics I use are those that resolve what the character does. Swing a sword, make an attack roll. Jump a chasm, make an Athletics check. What I don't do is make a game of it. The focus is squarely on what you do as your character. The mechanics that are used reflect the process and the odds of what would happen if you were there, witnessing the action.
Again, it is not always about realism. I use the same principle for magic as I do for combat. If I ran a sandbox campaign using Toon, the combat system would reflect the reality of Saturday morning cartoons, not what happens on our planet.
Some backstory. So all of this started with AD&D 1e and the Wilderlands. I grew unhappy with AD&D 1e and started looking for alterantive. Eventually, I settled on Fantasy Hero because, as a toolkit, I could tweak many elements to fit the creative changes that were transforming the Wilderlands of High Fantasy into the Majestic Wilderlands. However, Fantasy HERO 1e still had too much of Champion's DNA in it, but then I found GURPS.
GURPS was perfect for how I ran things because 95% of time it had an answer for the most off the wall thing that players wanted to do. And the procedure nearly always made sense. Except for super powers, for some reason, SJ Games could never get that right for GURPS 3e. Anyway, Fantasy Hero is where describing first, rolling second became important for my campaign. And GURPS supported that even better.
My Majestic Fantasy rules are based on OD&D in the form of Swords & Wizardry. I only embraced it after I read various histories about the origins of tabletop roleplaying and D&D came out. That and 30 years more experience allowed me to tweak OD&D to do things I was doing with GURPS and characters, but without the weight of GURPS Mechanics and with the advantage of keeping compatible with classic D&D material.
So while I ignore gameplay, using systems remains vitally important as an aid for the adjudication process. And as a terse but effective form of communication with the players about their character's capabilities.
I am going to amend that slightly. While I don't care about gameplay, I do care about ease of use and elegance. Which is why I often adopt systems that are also good games, although that is not an attribute I look for.
So I think we agree that not all NPCs are equally important.
I concur
Sorry, I'm not sure which you mean? Do you mean the one I was replying to?
No about how while blocking is not a thing, players expect to fail and deal with the consequences of failure. Some may argue that blocking and failure are synonymous, but they are not. Blocking is a deliberate decision; failure is a consequence of making an attempt with an uncertain result.
So you're saying that the GM's conception of the NPC is not more important than how the NPC fits into play... but you also said that beyond stats, you base your NPCs entirely on the game world.
Yes, I base my NPCs entirely on the game world. It could be argued that it is a form of GM conception, but GM Conception is overly broad and does little to clarify what I actually do. As for game stats they are part of the NPC's description and tersely describe what the NPC is capable of.
Good questions.