I'm A Banana
Potassium-Rich
Sure, I recognise that there are some players for whom immersion is the only form of roleplaying - I'm just saying they're wrong. Not as in "they are wrong that immersion is a form of roleplaying" - it's a perfectly good form - but wrong in believing that it is the only form of roleplaying.
It may be the only type of roleplaying any particular group or person is interested in, though. I'm not personally into meta-gaming. For me, it's not fun. Not interesting. So I'm not interested. It disrupts the kind of immersive fun I do want to have.
If the GM makes up the entire world outside the characters' minds, when are you ever "exploring anything other than the DM's state of mind" at the time they made up this particular bit of world?
Because the world doesn't conform on the spot to what the DM thinks is cool in that moment. If what you're looking for in a game is an objective accomplishment, there's no way to measure that against the subjective ever-changing world of the DM's whims. If the world has some independent existence, there's some objectivity to the progress you make.
It's a different 'flavour' of "discovery", but I have had some genuine moments of wonder while exploring a world that the play group are making up as they go along. It works similarly to the "immersion in character" idea authors and rpg players sometimes talk about, where all of a sudden they just know what the character would do next. Once you get immersed in exploring ( in the sense of making up bits of) a world, a similar thing can happen - you find yourselves suddenly "on the same wavelength", looking at each other thinking "yes, of course that's how this works!"
That's not objective discovery, that's creative surprise. These are two different emotions, two different reactions, two different things.
In short, I kind-of see what you mean, but I don't think it's as clear-cut as that.
People who study the mind generally see it as that clear-cut.
OK, but every sentient being has a model in their mind of how the world around them works. This model is inaccurate to some degree, unavoidably - but if it is inaccurate in a way that is demonstrated to them and they don't change it, then they are generally said to be insane, to some degree.
In other words, being "in character" must involve taking on, to some extent, the character's model of how his or her world works. If the world demonstrably does not work according to that model, then either you are totally jarred out of character (because you were envisioning the character's world model wrongly), or the character should be going through some sort of mental crisis (because they suddenly seem to be insane, or at least fundamentally wrong in their core beliefs about their own existence).
When I act in the (real) world, I do so with clear expectations about what effect my actions will have. If they have radically different effects, then either I need to know why I was so wrong or I get severely shaken by the experience. That doesn't happen all that often.
You're right. The issue is that an individual's concept of the world they live in isn't informed by external traits applied to them, but rather by actual behavior. Romeo doesn't love Juliet because someone decides that he should be in love with Juliet. Rather, Romeo does things that demonstrate his feelings and we derive the information that he's in love with Juliet from those actions. It is not the external description that creates the play, it is the personal action that creates the play.
pemerton said:This is "immersive, immediate and un-contextualised" - I'm a super-tough dwarf with a super-big weapon who is faster and stronger than anyone else on the battlefield, and I'm using that advantage to draw all my foes into a bunch around me - where I then proceed to beat the heck out of them.
No, it's not. The issue comes in the moment you dictate the actions of those foes. Drawing them into a bunch around you, you've lost immersion, because you're not describing what you do, you're describing what they do, and that is not under your control. When I'm playing Romeo, I don't control what Juliet does with her performance. I don't say "You're in love with me, so you look deep into my eyes." In our daily lives, we don't control each other like that. I don't control what you think or do.
pemerton said:I have seen this asserted by others too from time to time. But it's an empirical claim, and my own experience doesn't confirm it.
I'd encourage you to read that Ekman book, too. He delves into why emotions are one-at-a-time kinds of things, from a biological perspective, and it applies here. The shorthand version is that the reasons various emotions exist is because they have an evolutionary function, and to get those confused would be, in Darwinian terms, a bit of a disaster: the function of satisfaction and the function of fiero are very different from each other. So they don't overlap, though they might flow very quickly from one to another, and they are very dynamic.
pemerton said:This is all done thinking in character. The player at all times is speaking as his character, thinking as his character, giving voice to his character's convictions of the Raven Queen's divine power. And the very interesting thing about the 4e mechanics is they don't contradict him.
Sure they do. It says right there on the power: "Until the end of your next turn." No mention of the Raven Queen anywhere. Would've happened on a commoner. Doesn't matter who she used that power on, it would end in a few brief moments.
Note that a process simulation system, as opposed to the fortune-in-the-middle at work in my example, actually can make it quite hard to immerse in a religious PC whose conviction is as strong as what I've just described, because the player knows that it is not his/her divine mistress, but rather the roll for the Fortitude (or whatever) save, that has brought the spell to an end. That is, the system does not vindicate the epistemic expectations of the religious PC
Now I think we're getting somewhere.

pemerton said:At the metagame level, the player wants Orcus to be about somewhere, because they've built that into their PC; and they know that Orcus is going to be about somewhere, because they know the GM is responding to the hooks they've built into their PC
That's precisely the level that blows achievement-based gameplay out of the water. There is no fiero in walking a predetermined path, no benefit for Choice A over Choice B if they both lead to the same mechanical challenge with slightly different set-dressing.
That might not be so bad, if fiero isn't one of the big draw of playing RPGs for you. It delivers a dang fine story, trading fiero for satisfaction, so if that's a trade worth making for a player, it'll be a better experience even with the lesser accomplishment. If that's the right way to play 4e, though, I'm not particularly interested in it. I'll stick to writing or acting when I want to feel that creative satisfaction. It'll take it as a cherry on the top of my D&D, but not its central purpose.
pemerton said:But "discovery" is surely not limited to learning what is on the dungeon map and key. After all, in a classic random hexcrawl the contents of the gameworld aren't predetermined by map and key - they are settled on the fly by rolling on a table. Scene framing is contrived rather than random, but is no different in its temporal aspect from on-the-fly random rolling, which has typically never been regarded as inimical to exploratory play. (But is inimical to skillful use of detection magic.)
The key here is that it is something external to the participants at the table. A map and key, a random table, even a vague outline, as long as there is some objective criteria. The contrivance undercuts the "discovery" I'm talking about because then it's not a revelation of a secret, but rather a spontaneous creation. Which can be fun, but is not the same kind of fun -- and not the fun I look for in my D&D. Again, it's creativity trumping accomplishment, and I'm not exactly interested in D&D primarily as a vessel for displaying creativity. It happens - it's necessary! - but it's not what I play the game for.
pemerton said:I agree that there is a difference between wonderment and excitement (cue the "Halls of Moria" music from Howard Shore's score to the Fellowship of the Ring!). But I don't think it is at all related to the degree of GM prep vs improv.
It is related to the autonomous existence of the thing, though. It is less about the time spent away from the table, and more about the idea that the challenge is objective, existing externally to the players at the table, and thus mediated by, rather than invented by, the DM.