Like it or not, a TTRPG is an experience crafted by multiple people: the people who designed the game had an intended experience (which the mechanics should represent and encourage), but also the person who designs the actual experience, acts it out, and also the people who chose and play the game. Basically, each of these factors create a unique experience that can’t be copied, because each person or factor has their own factors and influences too.
However, all of these factors can make it difficult for two people to enjoy the same experience, or achieve the desired one. The GM may want a serious, gritty, dark game while the players may just make jokes about the setting and edgy NPCs.
I don’t know what that means or how to use it, but those are just some thoughts. If you didn’t notice, that’s also the definition of a social encounter, which happens on a day-to-day experience. People meet under certain circumstances, play the game their own way, and walk away under different clouds. It might not be an RPG problem, but rather a social one, that people have to agree and communicate to enjoy the game (or enjoy having no control at all).
That seems deep.