That a player hasn't acted as their "own agent" in a given exchange, however, does not give the DM de facto permission to do it for them.
Yeah, no. I find that neither reasonable, nor practical. The game would turn into a semantic and epistemic nightmare as you continually navigate the Two Generals Paradox.
I don't believe I've seen anyone advocate for that approach in this discussion.
Really? You can get back to it immediately by following the backlinks.
[NB:
Your statement was in response to a quote of mine you boldfaced: "Rewinding time a few seconds breaks immersion far less than telling the player that traps exist that their characters don't know about and then expecting the players to roleplay honestly."]
Tracing back the thread, I said this back in
this post:
Ideally I would just say, "Alright, you pick it up and smash it against the floor." Then I'd wait for the player to say something. This is their last opportunity to alter their fate. If they say, "No, wait, I don't want to touch it. I want to hit it with a sling bullet from across the room," then that's what happens.
@greg kaye quotes exactly that in this post and basically nothing but an agreement with the above.
And your response is literally what I quoted
from this post of yours:
That method (1) has the DM playing the role of the player by deciding for the player what their own character does and (2) potentially breaks "immersion" so the DM and player can hash out what the character is actually doing, after the player objects to the DM taking over their character for them. If you care about "no metagaming" and maintaining "immersion," how does this approach serve your goals?
That's the whole context. If you're
not talking about minor retcons with the above reply when you mention "breaking immersion", then I don't have any idea what you're talking about at all. I can appreciate the thread has exploded in length since then, however.
Returning to the post this post is in response to:
I've stated how I run it already - the player is expected to state a reasonably descriptive goal and approach - what they want to do and how they attempt to do it - as part of their action declaration before the DM proceeds to adjudication. Is there anything about this that isn't clear?
So it requires all players to speak perfectly and roleplay perfectly in order to function? Like the whole premise of "I smash the vase" is that
the player didn't do that. Now you have to resolve their vagueness
without tipping your hand because that breaks immersion. Do you also stop to ask for clarification when the player's statements
are concrete? That's the only way not to tip your hand, right? And when you
do tip your hand, the only thing that saves you is if your player roleplays correctly.
If your method requires to either speak or roleplay perfectly and will still risk an immersion break, and my method doesn't require perfection and doesn't always break immersion... then I don't see a justification for your method. Going further, if we're going to require players to play perfectly in the first place, then why does it matter if we break immersion at all? Our perfect players are already immune to the effects of broken immersion.
It just feels like your method is
a whole lot more optimistic in the assumptions it makes without offering a real upside for doing that. It requires players to always be really quite mindful, and I don't think that fits the sort of casual environment like a gaming table. Especially not when half the table has had a drink or two, and the other half also just worked an 8+ hour workday.