Have I ever seen a situation where one person simply said something to another person with whom no meaningful relationship or social structure existed, and the first person controlled the second's behavior? No.
I don't undestand what the scenario you describe has to do with CaGI, which describes a highly structured and meaningful situation - the PC fighter is exerting physical and technical domination over his/her mortal enemies.
The police officer or whoever can signal for me not to enter a place... but he doesn't then control exactly where I move to or stand outside of that area
It's not about
control in the sense of mind control. It's about
direction in the sense of compelling obedience. And a person can compel another to go to a particular place - for instance by pointing a gun at them, and then gesturing that they move up against a wall.
The immersion break for me comes in because the player literally controls the actions of the npc. I those real life situations, that isnt mind control or will that is someone choosing to do what they police officer or bouncer suggests with a glare because they want to avoid the consequences of being beat up or going to jail. It is a choice.
I discussed this in my lengthy post, with reference both to ingame factors - whether or not the NPC had a choice is irrelevant from the point of view of the PC; all that matter is that they chose to obey - and also mechanical factors - karma vs fortune in resolution.
There is nothing here inherently inimical to immersion.
I just dont get why you cant accept some of us have issues with it around believability, and I dont understand why people just can't accept that some folks find 4E unimmersive
Well, I don't get why you missed the bit in my post where I said I have no doubt that CaGI it breaks immesion for some players, especially those who have AD&D 2nd-ed understandings of authority distribution between player and GM. The point of my post is to deny Imaro's assertion (and he's not the only one ever to have asseted it) that CaGI (and similar powers with metagame elements)
must, by its very nature, be inimical to immersion.
But it works so much better for a lot of is if you let something like a taunt be handled by the Gm and players sense of how the pc or npc in question would respond.
I note that this is not about whether or not CaGI can be understood from with the headspace of the PC, but rather about distributins of authority and role across player and GM. Just as I characterised the matter in my lengthy post.
Well, there can be a mechanic for it (as there have been for Charisma-based skills), but hardcode it? Hardcoding free will is where the issue is.
I note that this is not about whether or not CaGI can be understood from with the headspace of the PC, but rather about karma vs fortune in resolution - just as I discussed in my lengthy post. D&D traditionally glosses over small likelihoods of spell failure (even though that is part of the ingame fiction) and favours karmic resolution of casting. CaGI it does the same thing for the choices of NPCs/monsters when (pre-errata) CaGI is used (post-errata invovles an attack roll vs Will).
But there is nothing inherently
more chancy about NPC's choices than about tripping on a low bump and losing a spell, such that one
must be modelled by fortune and the other by karma if immersion is to be preserved.
As a GM I have no issue with players getting narrative-control abilities and in fact have introduced some like Whimsy Cards into more procedural games like D&D and run games like Strands of Fate (a FATE spinoff) where the players can make direct contribution to the game-world on the spur of the moment.
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As a player, the only thing I want to control is my character. I want to see the effects the PC can accomplish by pulling the levers inside the game world.
The point of my lengthy post is that there is nothing inherent to CaGI that is at odds with what you describe here (though of course that only establishes a necessary, not a sufficient, condition for immersion). CaGI, canonically, does not involve making direct contributions to the gameworld on the spur of the moment, and is about an effect the PC accomplishes by pulling the levers inside the gameworld. That is because CaGI it, canonically, involves the PC imposing his/her will upon enemies.
Probably because many D&D players identify strongly with their characters and don't like it when their characters do things they feel are out of the player's control.
This has no bearing on CaGI, which is a power that players, via their PCs, use on NPCs/monsters.