billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
There may be dissimilarities between RPGs and stories, but Chekhov's Gun is the biggest similarity of all. The DM sorts the infinite descriptions he could give for the myriad of details in a game, and focuses them based on relevance. If the DM spends a lot of time on a detail, the players can be forgiven for assuming its important.
There are tremendous metagame implications with this analysis. Players may assume he's describing based on relevance to the adventure and act accordingly. But that's a metagame assumption that may not be true. Players are, in fact, advised away from that sort of metagaming.
But what if the DM is describing based on relevance to the location? In that case prominent features get described even if they have no relevance to the plot whatsoever. The difficulty here, as with Chekhov's Gun, is that in a non-visual medium, the entire scene is set by the words of the describing author or DM. He must describe the visuals in the scene including things both relevant to the adventure and non. But by introducing objects into the scene, everything is in danger of being called Chekhov's Gun.
The question is what's relevant to the background scene and what's relevant to the story? I would say that not everything intended for the background should really be considered appropriate for the Chekhov's Gun label. If they were, you'd end up with nothing but extremely spare set design.
The interactivity just makes this sometimes spiral out of control- lets call it Chekhov's Railgun. The DM describes some detail that isn't actually important but which, for whatever reason, he thinks is cool. The players investigate that detail. The DM responds with more description, but nothing useful. The players, sensing the focus of the game centering on this item, investigate even further, determined not to miss whatever the DM has hidden there for them to find.
At some point, this reaches behavior lampooned brilliantly in Knights of the Dinner Table. Bob, Dave, and Brian are constantly engaging in this kind of behavior and treating everything BA describes as important, including random cows standing in fields. But whenever BA responds by either trying to shut them down by declaring the situation irrelevant or impossible to actually and directly investigate further, it only inflames the players to investigate even further until BA finally gives in by making the situation relevant or include a payoff.
In other words, they're always expecting Chekhov's Gun to fire and do so immediately. They're looking at everything in view, from gazebos to cows to piano-players with funny eyes, and investing in it as relevant. Now while they may be fictitious characters and exaggerated for satire, you can see how their behavior matches what you describe above. And like the KoDT fellows, not every player is dissuaded with a simple explanation that the element isn't relevant to the adventure at large or that its relevance will depend on other events or will only be apparent later.