Rollplay is to create the best character the ruleset can provide by selecting stats, skills, weapons, traits...all variables to accomplish that goal, regardless of roleplay considerations. The classic example here is to select a charisma of 1 because charisma has minimal effect in this game.
This is what I know of as the "power-gamer". My (false?) impressions of the term "Roll-Player", is what others call the player who is a stickler for the roll [results], but I can see how the other meaning applies.
{I see also that our definitions of "Role-play" are also somewhat different}
The game is then played in such a way to min/max character potential by engaging in any activity possible, regardless of what the player character might know or do. The classic example in FO2 would be the run down the coast to Navarro to get PA early in the game. The character would not know of Navarro, probably doesn't know about PA, except, perhaps, from legend, and certainly wouldn't know how easy an exploit it is to get that armor.
This is rollplay: Using information the player knows, that the character wouldn't know, to leverage in game advantage. The clarion call of ROLLplayers is: "If the game allows me to do it, then I will".
Except... that Fallout and Fallout 2 both let you venture off in a random direction, and it is possible in F2 (though highly unlikely) to hit Navarro by chance ~no matter how slim.
I don't have a problem with this... I'm squarely in the "If if lets me then its okay" camp ~That doesn't mean I'll do it, but the option is there. In the Hubologist compound there exists a hole in the center wall (that is not supposed to be there), and during a fight my character walked through it into an adjacent hallway. I did not consider stepping back though the hole and into the line of fire simply because of the glitch (though I could of); Instead I just found a way to rationalize it on the fly and continued the game.
In Baldur's Gate/ Durlag's Tower, I found a crack in the wall that (unintentionally) allowed one to teleport into a room with some interesting loot; Again I can rationalize that it was not intended by the one who locked the door, but my PC discovered an unexpected path. IMO if the game allows it, its ok.
Is there really any difference between a one player who pick 8 for agility, knowing that they can get Brotherhood enhancements, and another player who picks 8 for agility and happens to find them during play?
Roleplay, as I define it, is playing the game character within the confines of what that character would do, given the way she was designed and envisioned.
100% agreed.
Back to our charisma example for a moment: If a real person had a charisma of 1, they might never leave the house. They wouldn't likely want to be in any town, and talking to anyone would probably be a real chore. They would win no arguments, convince no one of anything, and would approch someone only in dire need.
That depends on the person. Some might have long since learned to use violence as a means to an end, instead of words. Another might really like people , and want to be liked, but be unable to interest others [with a CHa of 1], but still tries all the time (and tends to annoy ~no matter how positive).
So, If I wanted to ROLEplay a person like this, that's how I would play her in FO3. The game mechanics done explicitly support this, as a character with a charisma of 1 isn't as gimped in game as they would be in real life. The Clarion call of a roleplayer might be: "I only do what my character would do, given only information that my character would know.
That's a hefty assumption. (How do any of us know what they know at a given moment?). Consider a grizzled veteran fighter PC that is leaving a gambling house with a small fortune; He can't see the mob of thugs in the alley up the street, but he may well assume they could be there (might even be genuinely surprised if they aren't there ~Its what he'd do if he saw someone win that much and leave alone); So he might indeed give it a wide distance when passing, and avoid the waiting mob.
If I'm playing a low INT character (already an anti rollplayer move)
Why? Didn't you ever see RainMan?
It depends on the role; Did you see Sin City [the movie in this case], where Marv admits he's kinda dense, but he knows when to find someone smart , or how he often says (to himself) that he's too dumb to fit all the pieces together just yet... ~It depends on the role.
Events are abstracted in every game. A roleplay game is a roleplay game, regardless of format or media.
No... Some games the combat is between stationary "statues", and other times its gratuitously detailed realism. Dialog can be as detailed as Planscape or as simple as asking "Rumors?".