Raven Crowking
First Post
"in world" in the sense of "game rules = physics of the world", yes. Assuming that logic tells us that the physics must be identically to our own, except where it's explicitly not, like effects labeled as magic/supernatural.
The lengthy thread about whether fighter exploits are magic or not offer good examples of how 4e breaks down in terms of "in world" logic. "In world" logic doesn't have to mean that physics must be identical to our own, but that there must be some "physics" out there from which one can rationally extrapolate corner cases.
Are fighter exploits magic? Um, "not in the traditional sense". But, are they magic? Um, er, maybe yes maybe no.
I think it is safe to say that, when the most common response to "What is this meant to represent?" is "Don't think about it that hard", that the game fails to have a strong "in world" logic.
Every game requires some idea of "this is what we want the game to do", and one's enjoyment of a game is based on (1) whether or not you want a game that does that thing, and (2) how well it does that thing. It is when one examines question (1) that it is clear that 4e was meant to model mechanics; if it was meant to simulate anything other than mechanics, it is a truly dismal failure on (2).
(For me, this makes it a truly dismal failure on (1), but YMMV.

RC