In this exploratory study, we call into question existing norms in VR research which value seamless experiences of immersion and presence. We find that discomfort, disorientation, and inconsistencies contribute in unexpected ways to users’ experiences, as well as to the overall aim of a production that are to deal with gender inequality. For this study, we interviewed professionals with extended experience in dealing with work-related gender issues in organizations who were tasked with reviewing three VR scenarios crafted to challenge gender roles. These professionals experienced limitations that were designed into the scenarios, which brought to light deep-rooted elements of gender norms that were difficult to reveal in other media. Current theory on VR lacks concepts that address the glitches and inconsistencies that were such a valuable element of this study. We there argue for the concepts of awkwardness, implausibility, and distance to expand our understanding of immersion. Such understandings, in turn, can help us theorize the implications of VR as a technique and expand the spectrum within which we can understand and design virtual experiences and narrative techniques.