Part of my thinking is that I feel that this could be more immersive - by having a clear delineation between the metagame setting up the scene and the in-character play once it begins, the scene itself feels like it should be able to be less encumbered by the structures of the game.
My roleplaying origins are very much in LARP where you have the concepts of time in and time out, but you also end up having the intermediate time-ish state where you’re sort of in character but someone is sorting out something mechanical so you can’t get on and do what you actually want to do right now, or it’s technically after time-out but everyone wants to keep playing their characters and you end up kind of balanced on the IC/OC fence. A lot of tabletop games feel to me as though they happen in time-ish, which is fine - that is often a good time - but I am really interested by the idea that marking those boundaries could create a different atmosphere.
Definitely influenced by the way Dramasystem works as well - that does a great job of keeping the structures of the game out of scenes, but to put it in crude terms I tend to enjoy PvE rather than PvP types of game ( of course there is a lot of crossover anyway ) and so I’m interested in taking some of that dynamic and experimenting with moving it into a more traditional adventure-story type environment.