I’m one of the GNS faithful, I have a little shrine to Ron Edwards in my room and everything. When I’ve gotten deep into these types of conversations before I’ve found that everyone (almost) who declares they’re into immersion is actually a gamist. Now if you don’t believe in the GNS model then fair enough but allow me to translate some stuff.
In almost all cases where someone says that something is destroying immersion, that exact same thing is destroying the type of challenge based play that the role-playing medium provides.
The reason this is invisible is because of the whole fish doesn’t see water thing. The sense of vividness and reality is based around the challenge game play loop that in actual play would feel like exploration (if the challenge part was a given).
For instance. You’re searching some study in a Cthulhu mystery game and the players and GM just spend hours doing it. The loop is:
Players ask questions about the fiction stuff > GM provides answers. All the while you’re building up both a very vivid scene that adds to the reality and ‘trying to figure something out.’ It’s the two in unison that makes challenge based role-play exciting*. Part of the challenge is asking the correct questions to elicit further information based on the previously established facts.
You’ve spent like half an hour describing a book case on the books on it and the players asks if any of the spines look more worn, one does and that’s the book that has the hidden note revealing the access code to the safe (or the summoning ritual or whatever).
Anyway, if you try and undercut this process on a mechanical level then you really are destroying the reason for play.
Another interesting thing. Immersion can be used in different ways and all that. When you drill down you often see two things come up again and again.
For the Gamist, immersion must mean calculating risks based on current knowledge and this requires a very specific conception of what it means to embody a character. A Narrativist simply doesn’t do this, it would undercut theme in all cases. Which is why one of the first things a lot of Narrative games do, is change how the resolution works. Narrativist immersion in character tends to embody values and the gameplay revolves round the testing of those values. In some sense all Gamist characters are hyper rational and all Narrativist characters are emotional wrecks.
Hopefully someone can make sense of this and I haven’t gone off the deep end.
* I mean exciting to them, I find it unbearably tedious. I want to do theatre kid stuff.