See to me that would make it feel unrealistic, since aspects of the actual mystery are determined by the people solving it, and that doesn't make sense for the kind of setting I want. I'm absolutely not saying it can't work well for some people. Just not me.
What does it mean to "feel unrealistic" here? Are you certain that is the word you're looking for? Unrealistic doesn't seem to fit here (a) given the context of your reply and (b) given that our games + their settings + their core genre logic are utterly steeped in "unrealistic."
Did you maybe mean something more like "see to me that would make it feel
unsatisfying <because the core experience I'm looking for as a player is to exclusively probe environs and denizens, prompting clue reveals and exposition dumps from the GM, in order to unravel the mystery and its solve>?"
@Oofta , I see you just answered as well. Does the above paragraph fit your position as well (subbing unsatisfying in for unrealistic and then the elaboration at the end)?
I appreciate your perspective, although I don't think anyone is saying we don't understand why some people prefer a different approach than the D&D default play loop. I do understand some of your issues, I get mental dissonance every time a TV show has a hacker wearing glasses with letters projected onto it breaking into a system by madly clicking their keyboard.
But, for example,
telling someone what the emotional state of their character is results in a massive red flag for some people.
Bram the Brave is never frightened by anything! Just ask Joe, the player. Now, I think that fear and our reactions to certain situations is pretty much baked into us and is healthy. Unless Bram is abnormal, there are times when they should be frightened. Doesn't mean they won't still do what they need to. I'm reminded of the difference between bravery and courage, bravery is being too stupid to be afraid and courage is doing it anyway. But it's really not my place to tell Joe that their PC is frightened, it's his character and fantasy not mine. Maybe they've based their PC on a fictional character, maybe it's just his way dealing with some real life issues.
So I think we just need to find like minded groups and not worry too much about how other people play and why. Personally if I had someone that I knew was into mountain climbing and I knew I had such a scene coming up I'd ask for advice and have them add a bit of descriptive flavor to how their climbing. They just don't get to decide there is no mountain.
@Manbearcat whilst I totally agree that how one approaches immersion is highly personal I don’t think it is useless to think these things on population level. If one would want to write a game that is immersive to most people it is pretty useful to know how most people achieve immersion!
And your comment on social/emotion mechanics certainly is illustrative of the great variation that exists in how people feel about these things.
To me mechanics that tell me how my character acts or feels are the worst. It is not that my characters are emotionless, always-in-control Vulcans, far from it.
But to me their reactions stem from my mental model of the character and situations where my mental model says one thing but the mechanics say another are literally the worst immersion killer I know. In fact, I feel that running this mental model is the main thing for my role as a player, so my reaction to systems that routinely override it is that I am not really needed and the GM can use these rules to determine how my character acts and I can leave and go to do something that’s worth my time. To me such mechanics butcher the core of what I seek from roleplaying, and kill the sort of agency I care about the most.
Just a couple things here (that could use some clarification from you guys):
1) As CL notes at the bottom, system/mechanics in these cases (and/or GM's required mediation when prompted by system) is what does the work of momentarily hijacking a character's emotional states (like on a failed move where the PC's emotional state is on the line) or correcting their accumulated knowledge (like on a failed move where the PC's recollection or knowledge is on the line). Just to make sure all lurkers and respondents in the conversation understand, these sorts of system-based moments of play aren't unconstrained GM fiat or uses of GM Force to ensure a GM-preferred outcome. They're resolved by system and player collisions within the scope of the play of the game.
2) On which of the two is more immersive:
* momentary PC emotional state (etc) hijack
vs
* complete and perpetual player autonomy over PC emotional state
I have to say...these one is a bit odd to me. It feels like almost a category error to call the latter
more immersive than the former. Again, to harken back to the top of this post, I almost feel like "unsatisfying <given certain other priorities>" is what we're looking for here? I mean, how can it be immersive to have absolute autonomy over your emotional state? That doesn't happen for any human ever? That also doesn't happen to heroes (big damn or otherwise) or even gods in high fantasy or mythology or romantic fiction?
So maybe instead of "
immersive," what we're looking for here for clarity and exactness is more like "
satisfying given my priorities for a particular genre of power fantasy that requires absolute authorship over the rendering of my PC's mood and feelings?"
It seems to me we're kind of folding in priorities around a particular type of
(i) power fantasy expectations + (ii) authorship rights and calling it
(iii) immersion? Those aren't the same, right? In some cases (IMO this one exactly), those priorities might actually come into conflict.