oh, fascinating-- especially, as you point out, how quickly this effect was recognized. not sure i have anything insightful to say. but its plucking my mind strings.
I never teach the rules to newbies, and find that newbies are often the best players. hell, I even love it when newbies donât even think about things like initiative and order of play⌠just jumping in when it feels logical, or when the impulse strikes; and then we adjudicate turn order logically. âyou do realize that the monsters are also trying to kill you, and it took you a long time to grab that rope out of your packâ.
in those cases the rules are âveiledâ. from the perspective of a new player, every time the freeform play (just a conversation following narrative logic) hits a rule, it could be game mechanics, but also might as well be âGM FIATâ. functionally the same from the perspective of the newbie.
but then, as a player, as you learn the rules, you notice the limitations, and you notice the GM FIATS. they felt arbitrary (âmy annoying brother is just trying to fuck with meâ) and, well for me at least, that caused me to walk in the counsel of the ungodly-- and start playing and GMing⌠GURPS and Hero. it felt like, if EVERYTHING could be mechanized, then you could do everything and everything would be fair. ahhhhhh⌠lessons. sure, those systems work in that they have many mechanical rails for play, but, there is a limit. (I discovered this limit because I wanted to make a superhero that was luck based, and the Hero rules just fell to pieces for that build)
and what really sucks is that the actual at the table play just becomes ABOUT those rails. to some measure you get immersion, but its a different kind of immersion. its not narrative⌠its⌠I dunno "train set"y? "math problem"y? the kinda immersion you get from solving complicated engineering problems.
not my favorite. not the worst.
anyway, just musing. what are your game rules that are veiled?