The dissociative mechanics link was posted recently. Go to that link and read that article. If you still don't understand it then I don't think I can improve on that article.
There was a
long thread about that article a year or so ago.
The principle claim of the article is that metagame mechanics are viable in some games (it mentions Wushu), but not 4e, which is characterised by the author as a series of tactical skirmishes linked by freeform improv.
Given that that doesn't describe the actual 4e play of anyone on these boards who seems to be playing and enjoying the system, I think we can infer that Justin Alexander doesn't know much about 4e, nor about what metagame mechanics are viable in a fantasy adventure RPG.
there is a category of players who move miniatures on a grid during combat and don't care a whit why the PC is doing that, and that's fine, as long as those players aren't dictating to me that none of it matters just because they aren't into "immersion"
Given that, as far as I know, none of those players post on these boards, I'm happy to put this to one side.
The PC could be thinking many things that are potentially "true to character". Like "I want to survive so I'll give my utmost to survive the next battle" or "I want to survive so I'm going to leave the dungeon now".
That is actually not a strong enough constraint to get Emerikol's result.
An example that came up on the thread I linked to:
at least one of my players regards some NPC "until end of next turn" effects as metagame effects.
What had happened was that a cultists had hit the paladin of the Raven Queen with a Baleful Polymorph, turning the paladin into a frog until the end of the cultist's next turn. The players at the table didn't know how long this would last, although one (not the player of the paladin) was pretty confident that it wouldn't be that long, because the game doesn't have save-or-die.
Anyway, the end of the cultist's next turn duly came around, and I told the player of the paladin that he turned back to his normal form. He then took his turn, and made some threat or admonition against the cultist. The cultist responded with something to the effect of "You can't beat me - I turned you into a frog, after all!" The paladin's player had his PC retort "Ah, but the Raven Queen turned me back."
There we have an example of a player taking narrative control on the back of an NPC's mechanic that the player knew nothing of until encountering it in the course of actual play. And at least for me, as a GM, that is the player of the paladin playing his role. And driving the story forward. On the back of a so-called "dissociated" mechanic.
Here we have a player who is thinking and playing his PC true to character on the back of a metagame (ie so-called dissociated) mechanic.
Emerikol's requirement is that
every specification a player makes of the content of the fiction correspond to a choice his/her PC makes
and corresponds to a mechanical resolution performed by that player. Whereas in my example, the player is specifiying some content of the fiction (that his PC's god turned him back) which doesn't correspond to a choice made by the PC (it was the god, not the PC, who turned hm back) nor to a mechanical resolution performed by the player (it was the rules as adjudicated by me, the GM, that determined that the effect came to an end).
So Emerikol's requirement is much stricter than actor stance - the player in my example never actually leaves actor stance as a matter of psychology, because the deployment of director stance authority is done from the point of view of the PC (in a sense the player occupies two stances at once, I guess).
I don't know what Emerikol thinks is happening when initiative dice are rolled, or choice between standard and move actions made, etc. Given that I assume Emerikol doesn't imagine the fantasy world as a stop motion one.