That's our fundamental disagreement, as I say that when the game state denies your involvement for however long then so be it.
And I say a game which is designed to make this happen even a tenth of the time is a badly-designed game. Like it is literally, objectively bad at being
a thing you play. Because you literally
don't play it a large portion of the time. You just sit there, completely disengaged, until you're allowed to start doing things again.
Can you imagine if any other entertainment medium were like that?
Your TV show stops at random for 20-minute intervals. Congratulations! You're getting the
real-life fact that sometimes things are boring or disengaged for no reason!
Your music gets interrupted by a five-minute interlude of high-pitched static. Because it's a Real Life Fact that sometimes you don't get to hear the whole song.
You go to a play, and after the intermission, a third of the audience is told they are not allowed back in until the final 20 minutes of the second act, because it's a Real-Life Fact that sometimes you don't get to see everything you wanted to see.
If you're going to be pulling the "entertainment" card,
forcing people to sit there doing nothing, completely disengaged, for long stretches of time is precisely the antithesis of entertainment.
Sure it's maybe not fun for those inactive at the moment, but I'm in no way pretending or trying to claim the game will be fun for everyone all the time. There'll be highs and lows and everything in between, with the aggregate in the end being (I hope) an enjoyable experience.
But this is again the exact same rhetorical trickery I called out. You are using "It is a fact that some things won't involve you" as though that were identical to, and justifying of, "You need to be okay with being completely excluded for long stretches of time."
The reasoning does not follow. The argument is not valid. The fact that some positive integer number of moments will occur during which your participation is not relevant (or perhaps even not possible!) has nothing, whatsoever, to do with whether it is good or bad to have frequent, lengthy periods where you don't get to participate in the game while others do,
especially when that's purely the result of randomness.
A player not paying attention while their character is also unable to pay attention is actually good in-character roleplaying!
I think you're trying to make a flippant joke here? I don't personally find it funny. At all.
Besides: if the character in question is even conscious, they aren't going to be bored, they're going to be many other, much more relevant emotions. Like fearful, or anxious, or enraged, because they're in a dangerous situation and unable to act. That's how real people actually respond to being put in danger and
More seriously, I think it was
@guachi just upthread who said - and I completely agree - the number one job of a player is to be entertaining and the number two job is to be entertained. Well, if the other players and the DM are doing Job One right, I should still be entertained as a player by what they're doing even if I myself am not actively involved at the moment.
Then the GM is doing their job outright wrong if they are
regularly making one or more players completely disengaged. That is, literally, being the exact antithesis of entertained: being bored out of your mind and unable to do anything, desperately seeking something to keep you occupied while you wait to participate again.
It should. We skip over such things in play but still assume they occur.
Ah-ah-ah! No. Your argument specifically depends on
never skipping over this sort of thing. Otherwise, you would have to admit that
some Real Life Facts aren't actually justification for specific actions or events being included in play. Your argument's structure is:
P) Some mechanics can cause players to frequently be disengaged for extended periods.
Q) It is a real life fact that some events do not involve you.
{Unstated premise R: Things that are real life facts need to be included in the game.}
C: Mechanics that cause players to frequently be disengaged for extended periods need to be included in the game.
Your unstated premise--the thing which allows you to move from your "real life fact" to an obligation of game design--is
very specifically that something being a Real Life Fact
needs to be included in play. It cannot be "skip[ped] over...in play but still assume[d to] occur."
Otherwise, you actually need...some other reason why
this Real Life Fact should be included in the actual gameplay, but the Real Life Fact that people need to pee and poop does not need to be included in the actual gameplay.
Again, it's assumed as part of the established SOP for making camp; and actually becomes relevant if the party is trapped in a confined space for any length of time.
Then why can't "the moments where you aren't involved" also be an assumed part of the established world, where two out of five party members have a private conversation, or one person goes off to pray alone, or whatever, without needing to be included in the actual gameplay process? Why does
this Real Life Fact NEED inclusion in the actual, active gameplay space, but
that Real Life Fact can be glossed over in silence?
But it sure makes design a lot easier (and IMO a lot better) if you just think "What would the characters do?" and design around the more obvious answers, with minimal or even no regard for the metagame.
Needless to say, I don't consider this to be a particularly effective way to design a game.
It is an important consideration once you have gameplay that actually feels good and rewarding to play. Prior to that, this is like designing a cake by piping all of your icing onto acetate sheets first, and then deciding what kind of cake you want to put underneath.