A while back, clocks came up in a discussion that was also discussing diegetic things.
A clock that represents nothing that actually exists in the setting is clearly not diegetic. But what about a clock that is measuring something that character's can also measure? The measurement exists in both the setting and and the real world, so some people would claim the latter is diegetic, and there is certainly a case that can be made. But it's also the case that the physical representation of the clock being used in the real world isn't actually there, which suggests it is not diagetic
Which leads to the question as to whether a prop or a representation of a thing (whether a close facsimile or an abstraction) counts as diegetic.
I tend to agree here with
@Fenris-77: the measured event may exist in the fiction, but the
measurement of it by way of a clock seems like a meta-device. Like a token on a map: the things that the map depicts may exist in the fiction, and the thing that the token represents (eg a character) may exist in the fiction, but the representational cues (the map and token) don't exist in the fiction.
This pocket watch, that I display to the group to show the players what the Count pulls from his pocket, does not exist in the setting. But if we consider the thing in the setting to be 100% identical, can it be considered so?
I think the identities involved are more straightforward in respect of sounds than things like watches.
For instance, if you - as GM, playing a NPC - thump the table as part of your portrayal of that NPC thumping the table, that would be a diegetic noise. But is the tabletop that you thump also diegetic? I'm not sure that the language of
diegetic elements is used to describe (say) props vs real objects in film - if it is, then that would be the model to be adopted to talk about props and real objects (watches, tables, etc) in RPGing.
Or, a version far more likely to show up in many games: what about a player map that represents a PC map? What if we're talking about a map is made by a player, representing a map being made by a PC, that is taken away if the PC loses the map?
Luke Crane had a blog post about this, when he was GMing BWHQ playing Basic D&D. The players' map was definitely being treated as a real object in the fiction, and hence diegetic in some sense.
(When one of the players asked what would have happened had the PC with the map fallen into some water, Luke apparently said that he would have taken the map into the shower.)
And then you have discussions like we're having in this thread (which we've had forever, long before people were using the word diegetic) -- do levels exist in the setting. Some people in this thread claim they do and they must (as you can identify a character's level by the spells they can cast), but this assumes that there is a literal 1:1 relationship between rules and fiction. In many cases, the things we use to represent something happening in the fiction are abstractions. Can something that is an abstraction be counted as diagetic.
I think the answer to that last question is
obviously not. By definition, whatever event or thing occurs or exists in the fiction itself will be its own concrete self, and not an abstracted representation of itself.
(Generic) you may have some clear and obvious answer ready for each of those but, in my experience, opinions on all of these are going to vary strongly. Most are situations where there is simply no direct, objective correlation between these situations and one you'll find while reading a novel or watching movie, so simply trying to carry over a definition from one of those two fields isn't going to work.
Because the line between audience, author and the fiction/setting/action/narrative is completely different (many would even say that some of those terms are meaningless or misleading in the context of RPGs), as are the ways we interact with them. It is far harder to clearly establish where the fourth wall begins and ends when all parties can be constantly moving in and out of character, even in the course of a single, discrete conversation. The line between the fiction/narrative and the players is far, far less discrete in an RPG than in films and literature and there is not even any consistency within the hobby as to how those lines are drawn.
I agree that the 4th wall in RPGing is more permeable/doubtful than in (say) film.
I don't think this affects the analysis of cases like the watch, the table and the map.
I do think it will affect consideration of what sounds made by the GM and the players, and what words they speak, are diegetic.