At the table:
Player: "I draw my knife and throw it at the orc!"
GM: "OK, make an attack roll"
<dice are rolled, numbers compared, rules applied, etc>
GM: "Your knife lodges in the orc's chest. It falls down dead."
Mirrored in the fiction by Falstaffe drawing a knife, throwing it into the orc's chest, and the orc dropping dead as a result of this wound.
That is a causal process, primarily social in its character but there is also the rolling of dice in there - a more simple bio-mechanical process - which provides triggers for varioius parts of the social process (eg one part of the social process involves comparing the number rolled on a die to another number that is salient in the social context).
As part of the social events described, the participants all imagine a knife being thrown and killing an orc. To describe this as "mirroring" doesn't seem to add anything.
I'm not so concerned with the social stuff at the table as I am with internal cause and effect within the game world as seen/felt/experienced by the characters. Why? It all comes back to my 'falling dominoes' idea, where one thing leads to another within the game world on a nice simple cause-effect basis. That's what I want to look at - the validity of in-game causes-effects that reasonably and logically allow the DM to narrate event K as a later result of action A and all the subsequent actions and reactions and events B through J that the players (and PCs) don't know about.
Another example:
Player: "I cast a Death Spell!"
<player rolls dice; GM consults charts, notes, etc>
GM: "All of the orcs are dead - your magic snuffs out their spirits. But the ogre that was with them survives."
This is similar to the first example, except that it is far less clear what the participants are imagining. What is
casting a spell? Given that (unlike throwing a knife) that is a purely imaginary, impossible thing,
Never done any circle magic or been a member of a fraternal order, have you.
each player probably evnisages it differently. And why did the orcs die? The AD&D PHB (p 82) tells us that the victims are slain instantly and irrevocably. But by what process? The GM has embellished it as "snuffing out their spirits" - but what does that even mean? What causal process does it describe?
Yes the DM has embellished the narration (nothing wrong with that) of the effects caused by the Death spell.
Magic in the game is not immune to cause-effect.
Another example:
GM rolls wandering monster die. It comes up 6. GM rolls on a table. The result is "6 orcs".
GM: "You hear a noise ahead of you - round the corner of the dungeon corridor come 6 orcs."
Player of the half-orc PC: "I call out to them in Orcish - 'What are you doing here? Maybe we can help you!'"
<reaction dice are rolled, tables consulted, etc - the net results is "favourable reaction">
GM: "The lead orc replies in Orcish - 'I am Grusk of the Vile Rune tribe. We are searching for the Hidden Grotto of Luthic. If you can tell us how to find it, we will let you live!'"
Again, the principle causal process here is social, but again there are interspersed moments of dice-rolling. Notice that
the presence of the orcs in the dungeon is established, as part of the fiction, before
the reason for them being there is established. This is typical of any random encounter generation process - the rules first tell us that something is encountered, and
then require the game participants - typically the GM - to author some further fiction that establishes elements of backstory for the encountered creature.
To describe this as "mirroring" seems positively misleading: acts of authorship that occur in time order A, B describe events which, in the fiction, occur in time order B, A.
Seems very realistic, though.
Some guy walks around the corner in front of real-world me on the street - I've no idea why he's there or what he's doing, but he's become a part of my reality; and his presence there has been established before (in my view) his reason for being there. Now obviously he HAS a reason for being there...and the same is true of the orcs in the game world...but neither I-as-me in the street nor I-as-character in the game world knows what that reason is, to begin with, and might never know.
"Mirroring" is, at best, an uohelpful metaphor. As the second and third examples show, though, it's more than that. It's an exercise in obscurantism.
Well, I can't think of a better way to put forward the concept I'm trying to get across.
The "immersive standpoint" is not a valid means of analysing play. That is to say, you CANNOT explain how roleplaying works by pretending you're Falstaff the Fighter. Just the same as Robert Downey Jr can't explain to you how he played the character of Iron Man by pretending to be Iron Man. Or JRRT can't tell you how he wrote LotR by pretending to be Bilbo or Frodo.
Either one can offer all kinds of insight for why those characters did certain things by explaining it from the character's point of view, however; and that's more what I'm after.
I've had an interesting experience of this matter in my own household quite recently. My daughter recently received a copy of The Princess Bride. As you may know, the book contains an introuction in which the author explains how his (grand?)father read him the story, how he (the author) abridged the book by getting rid of all the boring bits, etc.
That introduction is a fiction. A story. Just as, in the movie version, Peter Falk as the grandfather is just as fictional as the evetns involving Buttercup, Westley and the rest.
I've never read the book but I've seen the movie about a gajillion times; and perhaps it's reflective of my immersion preferences that I unfailingly find the scenes where they cut to the kid and his grand-dad to be no more than a jarring and annoying interruption in the story.
When playing a RPG, the player can - if s/he wishes - ignore the fact that the GM made up a reason for the orcs to be in the dungeon after rolling the wandering monster dice that told everyone that there are orcs in the dungon. But the player can't give any coherent account of how the game actually works until s/he recognises that fact. For instance, you can't write GM advice about how to use wandering monsters until you are prepared to write something like "After rolling on the table to determine what creature is encountered, it is your job as GM to determine the backstory of the encountered creatures, their reason for wandering the dungeon corridors, etc."
Of course, if the DM's doing it right the player shouldn't be able to tell whether these orcs are 'wandering monsters' or not; and also shouldn't be able to tell whether the DM made up their backstory after rolling their existence or had it pre-authored all along.
Obviously the language of "mirroring" has absolutely nothing to offer in writing that instructional text for GMs. And it's equally obvious that you can't just tell the GM to focus on "the events unfolding in the collective imagination of the players and DM." After rolling on the wandering monster charts the GM can focus on those imaginary events as much as s/he likes, but that is not going to tell her what the orcs are doing in the dungeon. S/he's going to have to make something up!
Yes she is, and if she's any good what she makes up will be indiscernable from what she had pre-authored.
If she's really on her game she'll build in their reason for being there right in the initial narration of their presence: "You hear a noise ahead just before three orcs come around a corner about 20 feet ahead of you. Two of them are carrying large buckets, probably empty, while the third holds some sort of metal implement - a crank handle, perhaps?"
"Using this in-game logic and causality to provide a play experince" is just an obscure way of saying "making things up". Whisch is [MENTION=82106]AbdulAlhazred[/MENTION]'s point: the "in-game logic" is convention and genre conceit. So it is a convetion that we allow stories about dragons, even though from many points of view (biomecahnics, aerodynamics, etc) they are impossible.
Pretty much everything I've said here assumes all-round acceptance of that convention; otherwise what's the point?
All that bolded bit means is that you're telling a story about characters who believe in causation, and who live in a world governed by causal laws. Which is somewhat implausible for a fantasy RPG, if you think about it - those characters know that uncaused events (ie magic), or events caused by subjective concerns like the will of the gods, happen all the time!
Even something bizarre that happens at the will of the gods still has internal cause and effect: the cause is the deity exerting its will, and the effect is (usually) exactly what the deity wants it to be.
Lanefan