these are completely very different things even though you're unable to see it. One is about external the other is about internal. The internal state of the character is about emotions, wants etc that will influence the goals of the character. If you mess wit them you mess with the core of the player agency. It is quite different the rules to tell the player that their character was unable to beat the ogre king, than that they no longer want to beat the ogre king.
This thing about changing character goals is something you have introduced to the discussion. I don't accept it, and have made multiple posts explaining why not.
As for the idea that the "internal" is more fundamental to a character than the "external", I don't think that's universally or even typically true. Aragorn, for instance, is defined as much by the fact of his true kingship (something external) as by his humility in pursuit of it (something internal).
You are completely ignoring my point. Whilst it is possible that what
@andreszarta suggests happens, there is no need to assume that it always or even usually does. In real world there are no rules or GM fiat to end arguments, yet people do not get stuck for arguing for days, unable to do something else. So if we accept that real people are authentic, then certainly authentic resolution is perfectly possible with characters as well.
But how is that possible? In the real worlds there was no rules or the GM who forced you to act this way, yet you did!
I'm not ignoring your point. Rather, I don't really agree with it.
That is, I don't accept that
pretending to debate something is the same thing as actually debating it. Two people discuss something they both actually care about, and someone yields because they don't think it's worthwhile jeopardising the interpersonal relationship - that's one thing. Two RPGers portray characters discussing something, and one of them yields because they think it's time for the game to move onto something else - that's a different thing.
Two people discuss something, presenting reasons to one another. And one person is persuaded by the other's reasons. That's one thing. Two RPGers portray characters discussing something, and one of them decides to portray their character as persuaded by the "reasons" that the other has chosen to adduce. That's a different thing. It may or may not reflect the strength of the reasons.
There may be some cases, in RPGing, where the discussion is not pretence. For instance, in the fiction two people ("characters') discuss whether to travel north together or south together; and at the table, two players of those characters discuss whether to have their PCs head north or head south in the imaginary world. In the fiction, the discussion involves considerations of reasons like what is likely to be found to the north or the south, both desirable and undesirable; and at the table, the discussion involves the same considerations. The reasons in both the imagined situation, and the real situation, are the same, and are predominantly instrumental.
Even those sorts of discussion, though, can generate issues at the table. For instance, it's not absurd to think that two generals might spend hours discussing what is the best next move for their forces; or that two leaders of an investment firm might spend hours discussing what is the best way to invest $10 million. In either case, they might also call for additional evidence, expert reports, etc. But in a RPG, if the discussion goes on for more than 20 or 30 minutes it might be starting to outlive its welcome. And - given that there are often no "expert reports" to be had about the fiction - the notion of
evidence and hence of
reasons also doesn't really work the same way.
And that's before we get to reasons that aren't really intellectual ones. For instance, consider the fairy-tale trope of the dubious figure who offers the protagonist magically tainted food or drink. In the fiction, the character may be famished, and/or parched, and so takes the food/drink and wolfs/gulps it down without stopping to think. At the table, the player is typically neither famished nor parched, and so the decision to have their PC wolf/gulp the food down is a decision about authorship, not about satisfying an appetite or a bodily demand.
A lot of cases are similar - for instance, the
players of a RPG aren't subjected to distracting sights, sounds and smells; don't have to actually endure the trek from one place of business to another if they don't wish to deal with a vendor's confusing patter; etc.
in my games the characters have quite often been goaded by the NPCs to do questionable things. Yet no rules forced them to. I just created a situation where the characters were under pressure and compelling NPC that convinced them of this stuff.
OK. Most of the posters in this thread seem like they've done quite a bit of RPGing. So most of us have probably experienced what you're describing here, whether as players or GMs or both. I'm not sure what is meant to follow from it.
Willing suspension of disbelief and all that. But this doesn't mean anything goes. The GM must actually do the work. Like sure in a horror game the players should be willing to play characters that can get scared and endeavour to maintain the atmosphere, but the GM still needs to make the things actually feel scary. You just cannot replace genuine feeling with rules. That's why horror movies actually spend a lot of effort establishing the atmosphere and making stuff genuinely frightening instead of the narrator just saying "this is scary, now be scared." Same goes for romance and whatever atmosphere or feeling one might wish to evoke. Now if the GM is bad at doing this, if they cannot evoke genuine feeling, then it might be tempting to replace this by rules, but at least to me that is just as futile than a comedian saying "this is funny, now laugh."
And I don't see why you think that your bad experiences of play generalise to others. I mean, maybe the social rules in the games that you have played have the form of "this is funny, now laugh". But that's not how they work in the games that I play and have posted about.