The mechanics have to be imbedded under the storytelling or it becomes a boardgame, or a video game. And if all this extra talking slows the game down - so what?! In a true RPG it is NEVER about the ending, about the outcome, it is always about the road before you and the getting there, smelling the flowers. In a good RPG game the party should be sad to kill the end guy because it means they are done with the session. The times around the taverns and the jokes around the campfires and the tense moments in the dungeons- Its not about getting to 18th level or who's got the most toys at the end. What does that mean? Is a character better for it? Does it mean anything? "Oh my character can kill your character - oh look (scribble, scribble), my character has a 14" member, bow before how manly I am." A meaningless pissing contest. Its the well played, interesting character, the funny one, or flirty one, or clumsy one, or even cowardly one, that is memorable and lives on in stories told laughingly to gamers around the table. You can sit there and boast about how much damage you could do or how you killed Tiamat - there is always another PC out there that's stronger and more powerful. On top of that you missed the point. Its the interaction with the other people in the game under the guise of this alternate personality that allows one to explore what is like to be in someone else's shoes, to think things through from a slightly different perspective.