When the ghost kid's ball landed at my feet, as a player I felt a sense of....excitement, I think is probably best. A little thrill at something so creepy and immediately engaging. I knew this was going to be a tipping point of some sort. Here was something that needed to be dealt with, and depending on how it went, things could proceed in drastically different directions. It was a tense moment.
I would agree that the feeling I had wasn't really about the prose you used to set the scene....I think the description was very straightforward rather than evocative.
I'd say that my engagement with the scene was also so strong because it was connected to my character's interests. He has a scientific interest in the arcane, and this was his first really significant foray into dealing with ghosts and the like. It spoke to the character.
It also allowed my to use the gadget my character has created (one of my significant choices during character creation), his "ghost gloves", which gave me the idea to simply interact with the spectral ball and "throw" it back to the kid. But, deciding to bring those to bear actually made it a bit more risky because they have a drawback of being "volatile" and possibly attracting unwanted spectral consequences. So the ghost gloves having that quality meant that I knew using them as a part of the solution to the situation meant that if it went wrong, it would have been that much worse.
The entire scenario, from beginning to end, had that feel to it. I was very aware I was in dangerous territory, and pretty obviously out of my character's depth, and at any moment things could have went horribly wrong. All of it felt genuine to the fictional world we'd established, and the situation you described, and my character's place in it.
I don't want to say what
@Emerikol may feel about it, but I can say that I felt the world and the scenario had depth, and I felt immersed in the situation as my character. I don't think that any of this suffered from a lot of the details clearly arising only through play and not being decided ahead of time.
I know that at one point earlier in my life as a player/GM....even only about 5 years ago.....I likely would have balked at this to some extent, but I think that's largely due to the phenomenon that
@Arilyn just mentioned when we find ourselves in an RPG that clearly requires prep of some sort, and the GM has not done any, and so they're struggling to riff on the fly using a system that's not designed to support that, for players who likely weren't expecting that. I've been in those games and they can be frustrating.
But playing with a system and processes that actively support and promote this kind of play, and with people who are comfortable with it and who clearly enjoy it, like you and
@Fenris-77 , it works quite well. The world feels as real as any I experienced in my younger days, and my character feels like a natural and unique part of that world.