Okay, it looks like you wanted to continue discussion here rather than in the other two threads. I'll move my relevant questions and comments over here.
This is what I think you're saying, in simple words:
1) immersion is good and fun
2) rules should act in the service of immersion, describing the physical laws of the game world.
3) Immersion plus player autonomy leads to the game consisting of a series of events that do not follow a set "story".
Is that your argument?
This sounds like what over on The Forge they'd call Simulationist play, and it's almost as old as roleplaying itself. I've heard accounts of this kind of play as far back as the 80s. (I think you might enjoy reading "GNS and other matters of role-playing theory") over on
http://www.indie-rpgs.com , as it relates to what you're talking about.)
Roleplaying is a hobby that contains a lot of variety, and that's a good thing. But there hasn't really been a lot of work done in figuring out how the different varieties interrelate. I tend to think that breaking it down between agendas, goals and expectations is more useful than between rulesets. Different rules support different agendas, but very often you'll have one group with one ruleset that contains multiple agendas.
Some people want to wargame. Some want to live in their character's heads. Some want to create a shared story. Those are just simplifications. If you want to advance one of those agendas over the others, that's fine; just realize that it's personal preference, and it's not breaking news.
