One feature of those RPGs that I tend to enjoy more, or at least find more serious (and hence more immersive, as per my first post in this thread), is that they don't have a notion of the right choice or the mechanically sound choice that is independent of what should I (as my character) do.in the context of playing a game, and I'll state this intentionally hyperbolically, I am always worried about what choice I need to make next, and if it's the wrong one.
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I'm juggling trying to be mechanically sound, narratively appropriate, tonally fitting, and do it with the speed the scene demands, while respecting the desires of the rest of the table, and worst of all, trying to come up with something interesting.
Now, I know, I don't need to make the "right" choice. The game will carry on, there are other players who are also responsible for steering it, what different players want will occasionally be in conflict through no fault, sometimes the "wrong" choice can end up being more interesting, sometimes/in some games there's not really any such thing as a wrong choice, and the point here is to have fun more than it is being successful. But as much as I know that, and it's something I'm trying to work on in several arenas, something that actively helps me when confronted with this stress is the ability to think "Well, at least I have the relevant information to make it." In games, what that readily available relevant information is, to me, is the setting details. One less unknown factor to complicate the decision making process.
A reduction in setting details helps with this - rather than fit my decision to the setting as authored by someone else, the setting will unfold in a way that fits the decisions my character is called upon to make.
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