AKAramis said:
I do feel that there is a distintion between Role-play and roll-play. The latter is merely a character scale wargame. The former is in character narrative and improvisational acting.
Just like with the "true role-playing" expression, I do feel that "role-play" and "roll-play" are terms which mean widely different things for different gamers. Hence, these terms are IMO useless when we try to compare them.
When saying "role-play vs. roll-play" I understand "playing to be someone else against rolling dice". Where I'm saying this is a fallacy, I am not saying that, as a designer, you can't make a difference between elements of the game which are acting and immersive behaviour on one hand, and tactical, mathematical concepts on the other. You can make such distinctions, obviously.
Where I think it is a fallacy is that there is no such thing as role-play
VERSUS roll-play. The rules of a role-playing game are not the opposite of immersion and acting. These are different elements of a game which, in the best of conditions, support and intensify the pleasure each other gives to the players.
What I am saying in clear is that tactical situations in the game and rolling dice are not opposite to immersive role-playing.
You can do both at the same time. You can have Shakespearian dilemnas right in the middle of a Dungeon exploration, if you and your gaming buddies want to. Sure, you can prefer one to the other. That doesn't mean that these elements of the game have to be opposed to one another in and by themselves on a conceptual level.
Further, the notion that a game system impacts the type of role-playing going on around the game table is highly debatable. As examples, Champions is a the wet dream of guys who love crunching numbers. I know of some groups (like the designers of the game, for instance), who actually were role-playing high drama with Champions. In the opposite camp, I guess the World of Darkness rules are recognized as "supporting role-playing immersion" - I can't tell you how many number-crunching, optimizing min-maxers I've seen playing WoD games. Ergo, the actual impact of a game system on the type and intensity of role-playing immersion going on at the game table is way overrated, to not say a pure marketing illusion.
What really matters IMO is what the GM and players are looking for at the game table. What type of entertainment do they want? What will provide the most fun for them? When these demands in terms of entertainment are understood by the GM and players, they can reach a compromise that satisfies everyone's needs. For me, the amount of role-playing has little to do with the rules being played in fact. It has way more to do with GM and Players' expectations regarding the game being played, and it's thus more about them than the rules they use.
I hope this is clear. :?