Yes. I also think that many of those RPGers have not really grappled with the tension that arises - which I noted in my post - because X's veridical belief that Y entails that Y, even if Y is not an element, aspect, cause etc of X. Eg if Nero has a veridical belief that the slave traders user human ears for barter, then it follows that the slave traders use human ears for barter. Even though Nero is not an element, aspect or cause of this fact.do you accept that there are indeed groups who embark on RPG play with in mind that GM controls world while players control characters?
And this is not a trivial observation, nor a pedantic one. It underlies a number of recurring issues that arise in the play of RPGs. For instance,
*It explains why players have to ask the GM so many questions, in order to form veridical beliefs about their PC's surroundings which their PCs would form simply by looking around and listening;
*It explains why so much RPGing involves the players being strangers in a strange place, because that sort of set-up establishes at least a degree of congruence between the players' ignorance and the PCs' ignorance;
*It explains why Knowledge-type checks are a routine departure from the general principle adopted by simulationist-oriented RPGers that the causal direction at the table and the causal direction in the fiction must coincide;
It creates the possibility of "power struggles" between the players and the GM: for instance, the GM narrates the PC as failing to dodge and thus being hit in combat, but the player insists that *they are the one who controls their PC, and thus the GM can't narrate that they fail to dodge;
*Or another sort of power struggle: the player insists that their PC believes X, because PC beliefs are the province of the player; the GM insists that, nevertheless, X is false in the fiction, and thus the PC is wrong or deluded; the player refuses to play their PC as deluded, asserting that the PC's state of mind is their prerogative; etc. You might recognise this as one version of the "Smelly Chamberlain".
*It explains why so much RPGing involves the players being strangers in a strange place, because that sort of set-up establishes at least a degree of congruence between the players' ignorance and the PCs' ignorance;
*It explains why Knowledge-type checks are a routine departure from the general principle adopted by simulationist-oriented RPGers that the causal direction at the table and the causal direction in the fiction must coincide;
It creates the possibility of "power struggles" between the players and the GM: for instance, the GM narrates the PC as failing to dodge and thus being hit in combat, but the player insists that *they are the one who controls their PC, and thus the GM can't narrate that they fail to dodge;
*Or another sort of power struggle: the player insists that their PC believes X, because PC beliefs are the province of the player; the GM insists that, nevertheless, X is false in the fiction, and thus the PC is wrong or deluded; the player refuses to play their PC as deluded, asserting that the PC's state of mind is their prerogative; etc. You might recognise this as one version of the "Smelly Chamberlain".
If I was joining a RPG group, and the GM (or other group leader) explained that "the GM controls the world while the players control their PCs", as if that was self-evident and required no elaboration, I would be hesitant to join the group unless it was a pretty casual game, that I could play in pawn stance while maybe giving my PC a cool or funny name.