It's striking that the *edit : words in the acronym * SIS imply an impossible model of communication : telepathy.
thesis - Nothing is shared in the Imagined Space. Organ-obstacle is a term that means how language helps communication but prevents perfect communication at the same time. The way the abstract gamestate is variously pictured by various players appears in murk, when it glitches, and in the diverse ease with which some enter and slip out of this or that stance, identifying diversely with the story, the character, the minis, the maps, the pictures. Of course no one constructs the same game state. Every player hearing all the words is hardly possible. A Shared Imagination is clearly an unicorn.
argument - I know what is the GameState. But how can I know what is the actual state of a game when 4 or 5 diverging interpretations compete with mine ? I mean, it's really cool to work this out when dealing with the real world.
pragmatic conclusion But when playing, I'd rather not discuss at length about who is where and I thought you were there, else I wouldn't have done that. Driving over the GameState with minimal bump is my design goal. Do you see why ?
incident thesis - Which leads me to this : the words uttered at the table : they all inform the game state, even if there are no rules explicitely operating on them. Like in literature, "the rules of the world apply by default" is implied. (I suspect this leads to 1° all the discussion on realism and verisimiltude in RPGs. Pragmatic confusion of two abstract things, rules and aesthetics (=agenda). And 2° the choice of fantastic settings where "the rules of the world apply by default" is specifically challenged.)
pragmatic argument - See how filming (or taking notes during) a session informs on what is the case in more detail than character sheets and maps.
counter argument to an objection - What if the RAW don't take a fictional detail into consideration ? If every word informs the game state, the specific orientation and line of sight of a character (for instance) is always part of the game state but is neglected in a game where the pain of tracking it isn't worth the benefit of knowing it. )