You've caricatured my own world by your own bad experience.
I've not said anything about you world. I've asked you to post actual play - but you haven't pointed me to any. You have said that my game would be shallow for you. I've invited you to read my actual play posts but you've declined.
I really just think we are probably talking about something at least slightly different and maybe somewhat different when we talk of immersion. I mean we may write the same definition down but the actual feeling or experience seems a bit different.
When I talk about RPGing being deep (cf shallow) or meaningful (cf trite) I have in mind the same sorts of things that would inform my judgements of other media.
Do the situations express and evoke human passions? Are the characters engaging and intriguing? Do the events of play surprise, amuse, even upset?
I think for clarification. The campaign setting is mostly constructed in advance. The GM then becomes to the best of his or her ability a neutral arbiter from then on out. When you say something like "The GM decides if a secret do is present" the implication is that the GM is allowed to improv but the players are not. That is not the case at least in my games. The door is either there or not there per the campaign world. If it is not there then of course it cannot be found. If it is there and the roll is made it will certainly be found and if the roll is not made it will certainly not be found.
So the GM does two jobs. To the degree he can separate them that is good.
One is constructing the setting which he does before the campaign for the most part but also between sessions for things like advancing a calendar or reactions to PC actions that are not immediate. He takes care to dice for probabilities and not just choose and to be neutral.
The second is adjudicating what is happening in the setting during the play session. At that time the GM is not doing very much fictional creation. He is adhering to the campaign setting as much as possible. His goal is to be a neutral arbiter and purveyor of what the PCs are interacting with.
Emerikol, I am very familiar with the approach to play that you describe. The last time that I used it was a couple of years ago running an AD&D one-off of X2 Castle Amber.
It is not the same as what
@Maxperson and
@Bedrockgames are describing, because they both do contemplate the GM engaging in fictional creation during the play session. Maxperson especially. (This is why I keep getting confused by their repeated use of "we" and "our".)
In the style you are describing, when the players move their PCs from square to square of the map, and ask questions about what they see and are told things by the GM, they are very much learning what is in the GM's notes. In X2, for instance, the players learn about the different members of the Amber family, they find the portal to Averoigne, they find the ingredients they need to recover Stephen Amber's tomb, etc. There can't be any "exploration" without the GM telling them about these things.
Suppose a GM purchased a really detailed setting. Suppose one exists to purchase even if none is on the market right now. If the GM purchases it and then adhered to it with great fidelity, would the GM still be creating that fiction? He is just relaying the information from the store bought setting as the PCs interact with it.
When I GMed X2, I wasn't using notes that I authored myself. Tom Moldvay wrote them. I don't think that has a very big impact on the process of play.
Also, you refer to the PCs
interacting with
the information that the GM relays. But people don't "interact" with information. They learn it. Or they convey it. Other salient verbs are
listen,
tell, etc.