It's telling that everyone on the trad/sim side of the debate have all expressed the same sentiment: a preference for mechanics that model the fictional world and a focus on "realism"/verisimilitude because it facilitates immersion. There is also a tendency towards first-person roleplaying and character/actor stance for the same reason. This is not a coincidence.
Meanwhile, I've noticed elsewhere, that narrativists tend toward director/author stance, and aren't as concerned with immersion - indeed many state that don't experience it (for example, I remember an interview in which BitD author, John Harper, expressed as much). Anecdotally, the (admittedly single digit) narrativist players who have mentioned immersion outside of this board, when elaborating, seem to actually be talking about engagement - the way one might be engrossed in a TV show - rather than immersion the way simulationists mean.
By
actor stance,
author stance and
director stance, do you mean
this?
- In Actor stance, a person determines a character's decisions and actions using only knowledge and perceptions that the character would have.
- In Author stance, a person determines a character's decisions and actions based on the real person's priorities, then retroactively "motivates" the character to perform them. (Without that second, retroactive step, this is fairly called Pawn stance.)
- In Director stance, a person determines aspects of the environment relative to the character in some fashion, entirely separately from the character's knowledge or ability to influence events. Therefore the player has not only determined the character's actions, but the context, timing, and spatial circumstances of those actions, or even features of the world separate from the characters.
If you do, then I don't agree with what you have posted.
When I play Thurgon and Aedhros, I am playing in
actor stance - I make decisions using knowledge and perceptions that my character would have. The character's
hopes and
commitments and
regrets are particularly important to me also. For instance, Thurgon is committed to the tenets of his order, and his family, and Aramina; and he hopes to revive his order from its current dire state. Aedhros regrets bitterly the death of his spouse, and everything that he does is ultimately grounded in that bitterness.
On the other hand, it seems to me that a good chunk of "sandbox" play of a trad(ish) sort happens in
author stance. The players make decisions about forming an adventuring party, and sticking together, and looking for adventures (perhaps following GM hooks/leads), all based on the real players' priorities - namely, to do adventure-oriented FRPGing. Sometimes, retroactive motivations are generated. I get the impression that there is probably also quite a bit of pawn stance (as defined): pawn stance of course does not preclude quite a bit of character colour, but the reasons for the character's actions do not get developed beyond
this is what I do because I'm an adventurer.
The only person in this thread who has argued for reasonably strong director stance is
@Faolyn, criticising the call for a roll when Tru-leigh looked around for a vessel to catch Joachim's flowing blood.
Note that
actor stance and
director stance can occur simultaneously, in the following way: Tru-leigh's player, using on knowledge and perception that Tru-leigh has (ie he knows that he has to get Joachim's blood to his dark naga master, and he can see it spilling onto the floor) declares that Tru-leigh looks around. Actor stance. But then that action declaration is resolved in the usual way, and because it succeeds, Tru-leigh
can see a vessel. That is director stance, in that Tru-leigh's player, via the successful Perception test, determined an aspect of the environment relative to Tru-leigh (ie a vessel that he could see) separated from Tru-leigh's ability to influence events (ie Tru-leigh didn't cause the vessel to be in the room). But the cleverness of the BW resolution system is that there is no tension or contradiction between actor stance for action declaration, with resolution permitting the "transformation" of that into director stance.
This is quite an important feature of BW. It is part of how the system creates an extremely intimate engagement with the situation by the player.
My friend with whom I mostly play BW (he GM's Thurgon, and plays Alicia in our two-player/two-GM game) I suspect spends more time in author stance than I do (which is basically none, as I've posted). In particular
as a player he pays close attention to the tests that he needs for advancement, and then motivates his character to pursue courses of action that will allow him to make those tests. Thus his PCs advance more quickly than mine do!
But anyway, I hope this makes it clear why I don't agree with your generalisations. (And I think it would be interesting to hear accounts of actor-stance play in trad-ish sandboxes. I noticed you referred to Vampire games in your post - I don't know if you or
@Campbell have such accounts to give.)