Bill Zebub
“It’s probably Matt Mercer’s fault.”
No, but human nature includes a natural desire not to intentionally take actions with personal negative consequences.
Sure, and if I were able to make decisions in-game that would actually affect me in real life, I would probably always choose the most optimal.
Some bad decisions for my character mean entertainment for everybody at the table, including myself, and where the entertainment value outweighs the negative effect on my imaginary character. So, yeah, the net good for myself is positive, but for my character it's negative.
That's why we have rules that sometimes allow those negative consequences to happen outside player control. I see no reason why they can't apply to emotional danger as much as they apply to physical danger.
As in my previous post, I agree. There's no reason they can't do that. And some people may like that. I'm glad that games with such rules exist for those people.
But it's not necessary for rich roleplaying, and pointless to force it on somebody who doesn't want it.