The point I'm making is just that it makes sense that some players would want those rules to fade into the background.
And my point is that they CANNOT do so—not
completely like you can with non-interactive media. When you read a book, there is no difference between reading one that is fictional and reading one that is factual. When you listen to a person telling a gripping story, there is no difference between hearing a lived experience and hearing something invented. When you watch a film, assuming it is filmed competently, there is no
visual or
sensory or
behavioral difference between watching a straight up documentary that only shows real, verified footage and one that shows people on a stage pretending to be something. It is possible, in fact highly desirable, to present these things in such a way that the audience cannot actually tell it
isn't real while they experience it—it truly becomes indistinguishable from the genuine article, if such a thing existed.
This is not, and
cannot be, true of a game. If the game's rules require you, the living breathing person, to roll dice, then you must roll dice. Genuinely
nothing about listening to a story, or watching a film, can ever correspond to the actions the player must take in order to comply with rules. There
is no "this is a completely true story" equivalent for gameplay, unlike books or spoken stories or even films.
Nothing whatever can be the "genuine article" of rolling the dice, celebrating a crit, writing down a new item, etc.
We can, and I agree we should, work to keep intrusions light and useful. But we
cannot, even in principle, make rules that can be confused for not actually having any rules at all. We should not try for that. Because that damages the ability to actually play the game.