I find this produces insipid, non-visceral RPGing. Adjectives are not the key to feeling a situation. The situation is the key to feeling a situation.it time to improve how the things are described so that evoking of emotions happens.
What I mean directly responds to these posts:I genuinely do not understand what you mean here.pemerton said:I think this is very important. That's why I don't want a system that looks to the GM to give "meta"-cues about whether or not the target of a violent threat is going to yield, before I as a player of my character decide whether or not to threaten violence to get what I want.I don't think there is much point in continuing. If you don't see why in a roleplaying game it is important to make decisions from character's perspective and actually react organically to what characters and NPCs are saying and doing, then we are not in this to do the same thing to begin with.
So you are saying that Go Aggro is appropriate move only in situations where the character is committed to following through with violence regardless of what happens? Because if that's the case, then I think that is an utterly useless move, as that is practically never the situation. There always could hypothetically be something that would recontextualise the situation
This "stuff" you are referring to, that "recontextualises" the situation, is - in the context of a RPG - more narration of fiction. What you are envisaging, as best I can make sense of it, is that the player declares that their PC makes a threat, and then the GM narrates the NPC doing something other than complying, and the player responds to that. But when does that NPC do that thing? They have a gun to their head! Why are they not dead! Only because the PC is holding back while they speak, or act.But stuff still happens, and it is weird that you cannot naturally react to it.
Which is to say - this "recontextualisation" is not about "realism". It's about the player waiting while the GM introduces more content, to give them more context/information. This is why I have referred to hemming and hawing, and GM cues, and why @hawkeyefan has referred to "timid" play.