Fanaelialae
Legend
You make it sound like we are emu's hiding our heads in the sand.
Your right. The fact that they aren't formal doesn't mean they don't exist. They do exist, by proxy they always have.
I just think of my oh-so-casual group. In the end did formalization of roles enhance the game for them? No, not really. Each of them chose class because of what they wanted them to be, then I informed them of how the class worked mechanically and how formal roles worked...best reaction I got? "Oh" (with shrugged shoulders).
My players didnt want to play a role, they wanted to play an image, a perception of an in world persona. Nothing more.
But this thread is about tanking mechanics. I ONLY point this out to say "Whichever mechanic proves the consensus, leave space for people who dont want to play fighters as tanks". Lets not fall back into fighter must be tank mentality, as there do exist people who just dont want it.
It probably wouldn't be that difficult to reduce the role of roles. One method would simply be to design classes with a given role in mind, then offer alternative features that allow them to either broaden their capabilities or specialize differently.
You could do it the opposite way (offer a menu of features and let players pick and choose) but that could be much more challenging for new players, who might not fully comprehend how certain elements will interact. I don't like the idea of "traps" in character creation such as a character who chooses such disparate elements that he broadens himself into ineffectiveness. Granted, I think it would be better if a broad character was overall as effective as a specialized character, but that might be asking too much. Synergy is bound to trump a lack of synergy.