I get what you're saying here, though my take is that the difference is small enough to not matter in that the end result - the actions the character takes and the things it says during play - will turn out very much the same via either process.
Yeah, I think that has to do with both approaches involving use of actor stance, i.e. making your character's decisions using only your character's knowledge and perceptions. The difference, for me, is in how immersive the two approaches are. If I'm at the table thinking, for example. about whether my character's decisions are too smart for his/her ability scores, that's time I'm not inhabiting my character because that's a player concern.
Contrast this with someone playing in true pawn stance, where the in-play results will likely turn out more optimal on a consistent basis due to the player looking at things from a fully gamist perspective.
I think equating stance with play priority is a little iffy, but I can see how pawn stance applies well to gamist objectives. I think there's some of that, actually, in my dislike for roleplaying to the character sheet. From where I sit, it seems a bit like treating roleplaying as a game in which the competition is about being true to an objective standard, represented by the character sheet, if that makes sense. Thus comments from some of the participants in this discussion, e.g.
@Hussar, about the "judging" of participants' roleplaying being a significant component of play at their tables. That all seems like something that would work against immersion for me because it's not something my character cares about.
I rarely use reaction rolls and pretty much never use social interaction DCs (an advantage of playing in a system that eschews such things).
Further, if you write LG on your character sheet and then proceed to consistently play the character as CG I don't count that as an alignment change per se, as your in-play alignment was never LG in the first place. Unless someone casts a detection spell, I usually allow a few sessions to go by before trying to nail down a character's alignment, to give the player a chance to run the character out and sort it.
Yeah, by
change a character's alignment I meant change what's on the character sheet to match the character's behavior rather than change anything about the character itself. For mechanical purposes, as DM, I go by what's on the sheet until such time that such a change is made. Although I have somewhat of a system in place to handle this, it hasn't actually ever come up in one of my games because I guess I'm not all that critical about characters behaving according to their alignment.
I very much believe they can be in conflict, and if it gets too glaring I'll ask the player to change the role-playing to better suit the stats. That said, more often IME it's the other players that squawk long before the DM does.
I wonder why you go in this direction when, in your opinion, a player's roleplaying conflicts with their ability scores, whereas when it conflicts with something else on the character sheet (the character's alignment), it's the alignment that has to budge rather than the roleplaying.
Checks incentivize using one's stats to best advantage, sure. Inspiration or similar meta-mechanics are something I won't touch with a barge pole.
Right, (and relevant to the discussion of immersion) doesn't that align with how a real person's talents and weaknesses incentivize their own behavior? As for Inspiration, I use it as DM to push players away from optimal play and towards complications that might make things interesting from a narrative perspective.