The current play flow exposes its own machinery. A real GM at the table does not:
- Announce "Character creation phase — here are your rolled attributes"
- Ask three separate questions about name, traits, skills in a numbered form
- Chain three consecutive messages before the player speaks a single word
- Fall back to
"MONITOR could not start the live GM loop"when an error occurs
Every time the system's own structure becomes visible, immersion breaks. The principle is:
The system should feel like a person, not a form.
This applies to every part of the interaction: session start, character creation, dice resolution, failure states, and scene transitions.