Ratskinner
Adventurer
I don't think you've got this wrong, but some elaboration is probably necessary for continued exchange.
What I mean by "fictional positioning" is that what your character can do in the game is based on the "fiction" - that is, what's happening to your character, and all the little details that surround that. So if you're fighting with a spear, and there are two kobolds in line, you should be able to try to stab both of them with one thrust of your spear. Or something like that - where you actually resolve what's happening in the game world instead of resolving a mechanical "to-hit" roll or something like that.
I've personally seen - in my experience, so it has little meaning except that it informs my own beliefs - players attempt actions that their characters could do, only to be shot down by the rules (not the DM, the rules). When that happens, players start to "meta-game" - they don't think about what their PC could do, they think about what options the game offers to their PC.
Playing The Return to the Temple of Elemental Evil with a guy who hasn't played D&D before has opened my eyes to this - he does things that should make sense in the game world, and be reasonably optional choices, but with the system those choices tend to be very poor.
(I tend to ignore the rules in order to make his actions work.)
I agree and have even had similar experiences. My formative DMing experiences were during 2e and it probably taught me "bad" habits as far as discarding rules to "roll with it". I think its one of the reasons I like lighter systems, less rules to get in the way. I've recently had the chance to introduce some new players to rpgs, and its kinda amazing how few rules new players actually need to fuel their imagination. See my sidebar below.
I think this also points to one of my personal issues with 4e. It has a lot of great stuff in it, but its all pointed along what (to me) is a fairly narrow track of heroic fantasy adventure. There aren't that many "dials" available.
Sidebar:
I'm beginning to suspect that any kind of "points" are bad for roleplaying/immersion/whatever, because humans seem to fall prey to a "Points? I must get more of them!" mindset. Hit Points, Skill Points, even FATE points seem subject to this hoarder mentality. I thought the "use it or lose it" quality of 4e's Action Points was a great thing.
Now I believe that if the mechanics of the game were dissociated, but allowed the player to achieve the results that he expected given the colour/flavour of his class - I don't think there'd be a problem. I think that he would enjoy such abilities, those that allow his PC to act as he imagined his PC to act, as I expect (but have no way of telling) most new players would.
But only if the fictional actions - as chosen by the player - have an impact on resolution! It would require the player to describe the action and the DM to validate it. If that was met - player describing action - even if it was dissociated - and using powers to support the class/theme they chose, DM validating the action - then I think you'd have a happy gamer.
I could be wrong.
Generally, I agree. However, I suspect that there are some who would still find it unsatisfying. In post #313 of this very thread, talking about "immersion" (which I think we should change to "engagement"), I mentioned three things that support it. There are certainly some gamers for whom factor b is critical. Given recent history, I would conjecture that 5e would be wise to "associate" its mechanics fairly closely, considering its goals. At least, they need to make it appear that way...
I also think that there's a tension between rules-detail and fictional positioning, one that serves the publishers. That is, players seem to want on-paper justification for their actions, and so we institute rules about skills, stunts, feats, whatever. However, once we have those in place, things get pushed or sucked into those slots in never-ending profusion. For the publisher, this is great, splatbooks with New and Improved Fiddly Bits! are a source of income. At some point, though, they end up stifling the creativity in fictional positioning that they were intended to encourage. "I can't do that, I don't have Fiddly Bit X." Naturally, the critical rules-mass where that stifling begins is variable from table to table.
Possibly the design and presentation of the fiddly bits can affect that critical mass as well. I sometimes wonder how differently 4e would have been received if the flavor text were the final entry in a power description, rather than the first. Many players I know seem to consider that flavor text as definitive rather than suggestive or illustrative (or they did before abandoning 4e.)