Fate system tends to require a lot of out-of-character interactions. The core of the game is interacting with aspects, which is a somewhat artificial thing, a mechanic that Fate uses, rather than something the character perceives as such.
While I value a lot the amazing stories that Fate system helps to create, some immersion is lost, since players have to be constantly switching between in-character and out-of-character actions.
How, as GM, can I minimize the out-of-character time and interactions for players?
The game should still be and feel like Fate.
It is worth to clarify what I understand for in-character and out-of-character for the purpose of this question. I use in-character for refering to:
- Saying literally what the character says.
- Describing the actions the character does in a narrative way.
- Describing the characters thoughts or feelings.
I use out-of-character for refering to:
- Refering to any rule for describing an action the charcter does.
- Asking or looking for information regarding rolls, rules, aspects, etc.
- Actually anything not in-character.
I consider characters discussing aspects as in-character. For instance, if the scene has the aspect 'on fire', I consider the character saying 'the whole place is on fire so I'm sure the guards aren't paying attention, I'll use this distraction to escape' as in-character.