From the PCs' perspective, s/he doesn't know where the map is (but hopes it is in the study, where s/he is searching); s/he does't know whether or not there is a secret door in the wall (but hopes there is, because that is her only chance for escape); s/he does't know that there is no forcefield blocking the ditch (but obviously believes there is not, or else wouldn't try to jump across it).From the PCs' perspective (a viewpoint you seem quite determined not to take even though it's highly relevant) the game world should ideally function like our real world in terms of not knowing everything, and sometimes having to make decisions based on little more than guesswork.
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In other words, instead of approaching an action declaration as "I'm a player using the game mechanics to have my character make a search move" think of it as "I (as Falstaff) think there might be a hidden door here, so I'll look for it while you keep watch".
I can tell you, when (as my PC) I was hoping to meet a knight of my order as I travelled along the riverbank, I was thinking in character as Thurgon, Knight of the Iron Tower.
That has no bearing on how the resolution system should work, though.
I would say, speak for yourself!This sort of thing only falls apart in combat, where mechanics tend to take over no matter what you do.
There is no reason why rolling dice in combat is any less immersive than in other contexts; or conversely, if you take an approach where the GM rolls all the dice and tells the players the outcome, that can be done in combat too.
Actually, that doesn't "naturally" follow. Different tables take different views on this. For instance, here is an extract from an actual play report from my 4e game:And it naturally follows that for the PCs not to know things the players must also not know these things.
The "sneak through the Shrine glamoured as kuo-toa" skill challenge went pretty well, but for one hiccup: the player of the paladin hadn't been able to turn up to the session, and no one had a copy of his PC sheet, so (as GM) I had declared that the paladin had gone on ahead. (It is his quest, and a recent encounter with his god following death and resurrection have made him newly serious about it.) The other PCs - particularly the fighter, whose player was insisting on a strong player knowledge/character knowledge distinction - had been happy enough with this until they discovered that the way forward involved passing through the Shrine. And they had become concerned that the paladin - who has neither stealth nor water-breathing capabilities - must have been captured.
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What happens next session will depend on <snippage> whether or not the player of the paladin can turn up (as only then can we decide where the paladin actually is!).
So there you have an example where the PCs don't know what has happened to the paladin, but the players do know that, at the least, he is not dead, and probably not captured either.
But in any event, in the three examples I mentioned - the map, the secret door, and the presence/absence of a forcefield across the ditch - the player doesn't know.
Let's put to one side that I think what you describe is, literally at least, impossible - you, in your mind, are picking up dice, rolling them, writing down numbers on sheets of paper, eating and drinking snack food and beverages, etc.So stop thinking about it as a game for a moment and start thinking about it as a fully immersive experience where in your mind you are your PC. Once you do this these inconsistencies and player-vs.-character knowledge disparities will quickly become both obvious and annoying.
Putting that to one side, what disparities are you talking about? There are no disparities in any of the examples I've described.
And even in the missing paladin example, I don't think the player of the fighter in my game found it any harder to bracket his knowledge of why the paladin was being narrated as missing (ie because the player couldn't make it to the session) than he did to put aside his knowledge of the fact that he was sitting at a table playing a game.
And as I already posted upthread, one of the biggest burdens on my own inhabitation of a player character is that I can't know what I think and feel (eg who are my friends? what are the customs around here? what are the rites of my church?) until I ask the GM to tell me. I find that quite dissociating.
You seem to think I'm interested in word games. I'm not. I'm interested in the actual experience of RPGing. I want to do a certain thing. Personally, I've had no trouble doing that thing for 30-odd years (with the odd contrary experience along the way), and so I don't think I'm "harshly self-restricted".And as you're (I think) the only one in here who has so harshly self-restricted your view and definition of what constitutes player agency, it's no surprise that you're catching some flak from those who see agency as a broader thing within the activity of RPGing beyond just this one element.
I mean, what is it to you that I have a particular taste in RPGing? Apropos of which, . . .
Your (c) is exactly what I've referred to as a focus of play being on taking moves that will trigger the GM to relate the fiction that s/he has established in his/her notes, or is establishing as if it were in her notes. That's not what I play RPGs for, either as GM or player.And yes for this to work you need a DM who is good at a) world/setting building, b) adventure design, and [most important!] c) describing what you see/touch/smell/hear/taste in pretty good detail.