(heh. not just in rpg's ....)
can't myself. there's a big fat line between "fantasy" and "irrationality".
watched a d&d game the other week. mostly older guys, probably 30's / 40's. they spent an entire hour ordering "mead" and counting silver pieces and chatting and looking around the "inn". the dm looked lost, but the players ... the players were smiling and waving their arms and having a GRAND old time. I just stared, I couldn't figure out what they were doing. guess now I know - they weren't doing, were feeling.
Yes.
Ordinary things can take on a whole other vibe when they happen in a game. It's one of the reasons real life police officers go on Grand Theft Auto 5 heavy immersion rp servers and play cops. They delight in the procedural aspect of it, the being a police officer doing police things aspect of it, without the stress, danger, and negativity that comes with their police profession in real life. They also enjoy the 'giving Tiikeri's character a #%^@$# speeding ticket' aspect of it, but that's beside the point.
Such 'feeling' scenes in a game can make the 'doing' scenes FAR more significant to the players. They'll care about their characters much more because they enjoyed the 'feeling' scene experience with their characters. Their characters will look out for each other and generally function much more realistically. One gaming group I was acquainted with had gotten to the point where they would play D&D without books, dice or character sheets because they were playing out all the discussions and figuring things out that a group of six powerful renowned adventurers would have to deal with.
Example:
"The army of the evil king musters on the frontier. We must assemble our warriors and march in one week's time."
"Brothers, I cannot. The princess is accused, and I must fight for her honor."
"Why? All your gold and glory could not win her heart! Why fight for her now, when the fate of the kingdom hangs in the balance?"
"Because I love her."
This entire situation developed through many sessions of gameplay, the in-character working through it took a number of full length sessions, and the DM and the players enjoyed it all immensely. It all ended in total victory over the army of the evil king, but at the cost of a horrific betrayal. It unfolded like a story written by seven authors, emerging organically from the players faithfully playing the personalities of their characters which had developed over time, and the DM playing the NPCs according to their personalities as well as impartially adjudicating the setting and the game mechanics.
Now, these guys were top-notch D&D players, but this example serves to illustrate the intense exhilarating memorable gameplay that is possible when a solid group of players combines in-depth 'feeling' scenes with intense relevant 'doing/action' scenes.