What would that entail?
For the purposes of this thread, let us assume that Immersion is Fun, and something lots of players of RPGs really groove on. Let's also put aside other types of gaming fun that folks may shoot for, and just focus the conversation on supporting immersionist ( in character) fun.
Further, I'd like to focus on rules-lite design. I'd like to keep it there because I think there is ample evidence that people can achieve immersion even with heavy mechanical designs. I want to talk about the other end of things.
One of the things that I like which has come out of dirty-hippie-indie design is the concept of hard-coding things that otherwise tend to end up as advice or Best Practices in more mainstream designs.
Here's my example of something that might appear in a GM advice section of a more mainstream design:
To help your players really get into the setting and envision the scene, be sure to use more senses in your descriptions than just what the characters see.
Hardcoding it dirty-hippie style might look more like:
When a GM sets a scene, they mustuse at least two of the five senses when describing it.
Okay, that's my cheap and dirty example.
What are some of yours, and how could that fit into a rules lite/mechanically lite design, meant specifically to support Immersionist fun and do it easily?