I find little purpose in playing in or running a setting that changes on a whim. Such a setting would lack consistency.
And I know consistency is what is important to you, I understand that. I like consistency too. I just like consistency as a player and not as a DM. As a DM, my job is to create an ILLUSION of consistency without there actually needing to be.
My settings don't change at a whim, they simply aren't defined at all until I need them. I have no idea who the King is until the players meet him, talk to someone who mentions him, and so on. Then he becomes defined and stays the way I define him. I leave the details open on purpose, though, so that he can be whatever I need him to be within the context of the adventure I'm running.
For one thing, I wouldn't do something to "build up a sense of urgency." The ritual would be completed when it is completed.
The games I run are not stories. They are a series of events. I don't care "what makes for a better story."
But that's the thing. When the ritual doesn't have a set finish time except whatever you make up, then it is completed when you want it to be completed. It might take 30 seconds or 10 years to complete if there are no written rules for its duration(let's say it's a ritual you made up yourself).
Then you have to ask yourself: Why am I putting this ritual into the game at all? The god could stay dead forever. There's no reason to believe there is ANY way to release him. But, a game where the cultists never attack the city in order to kidnap people for sacrifices for the ritual and therefore the PCs never learn of the evil plot and instead sit around the inn drinking and discussing the weather isn't all that exciting for anyone.
So, the reason you put these things into your game is an attempt to make things interesting and exciting. So, if you are already willing to arbitrarily make stuff up in order to make the game interesting and exciting, why stop there? Now the ritual HAS to be completed 3 days later even if it kills all the PCs and forces you to start a new campaign? If we are making up stuff to make the game more exciting, isn't it better to "make things up" such that the ritual gets delayed until the moment the PCs arrive so they have an interesting battle against the leader of the cultists for the fate of the world?
I know, as a player, that is much more fun for me than: "You never wake up after going to sleep. It turns out that since you didn't investigate the footprints last night and decided to go to sleep, Tharizdun was summoned by a ritual last night and he wiped out all life on the planet on a whim. I know you were excited to play your character, but he died. Let's start a new game."
I also do not write into my adventures how issues are meant to be resolved. The players may be especially clever and find a way to speak to the king (sneaking in, teleportation, etc). They may say "screw it" and get help elsewhere. Rather than try to get an army they may attempt to sneak in and disrupt the ritual on their own. And so on and so forth; their chosen path may work, or it may not.
Just by writing anything at all, you are favoring some solutions over other ones. If the fortress has a poorly guarded back entrance when you write up the map for it, you are encouraging them to sneak in. If the King has guards that have +30 to their Perception checks, you are discouraging sneaking in. If the King is written as being unreasonable, even if you sneak in, he won't listen to you and will lock you away for sneaking in.
You might not think about it when writing it, but you are almost always giving the PCs one or two options that are much much more likely to succeed or are easier than the others. As a DM, you have amazing power. You can get the PCs to do almost anything, simply by describing something in more sentences than you do everything else in a room.
The only real difference is that I recognize I have this power and I'm willing to use it in order to encourage things to go the way that is the most "interesting". At the same time, they have free choice and can pick other options all they want.
Consistency over what you would like to call playability.
If the players fail to find a way to stop the bad guys, then yes, they have to deal with the aftermath. There are consequences and repercussions. Without these, there is - for me - no point in gaming. I have no interest in running or playing in a setting where failure has no consequences.
To me, "playability" means giving the players more possibilities to do the things they like doing and to continue to have the game run in a manner that they enjoy. If losing means the world ends and the campaign is over, then the world isn't going to end no matter what the players do. Of course, they won't know that. From their point of view, there is a ritual of unknown duration that is taking place in that fortress and they need to hurry to stop it. They made a 3 week trip to find a magic item that would help them break into the fortress and they arrived in the nick of time to stop it.
Even if my original plan was for the ritual to be completed in 24 hours.
Playability, to me, is things like making a kingdom who outlaws spears within its border and then spend an entire campaign set within its walls. It's an interesting quirk and would probably make a fun novel. However, I wouldn't want to explain to a player that they can't be that spear fighter they made up because he'll be searched and the weapon taken away as soon as he enters the kingdom and arrested on sight if he sneaks one in.
I like to have my players enjoy doing what their characters do. If someone enjoys playing their spear fighter, I'm not going to sabotage them by taking away their weapon. If someone playing a wizard has more fun when there is minions in a battle than when there isn't, you'll see an increase in minions in my world. If it is more fun for the game, the players, and me, then it gets added. That's playability.
I could certainly run a game where magic didn't function in an area and send the PCs on a mission to go there. But I won't. A magic dead zone is a fun story/writing concept. It isn't very much fun for the player who is the wizard and has to sit at the table without any powers.
That's what I mean when I say that writing for novels and for gaming have a much different focus. Writing a book where one of the characters is forced to stand at the back of the group and fear for his life because all his magical powers have been taken away could actually be awfully fun to read. It would not be fun to play.
Trying to solve a puzzle can be an interesting challenge in a game. The discussion about how to solve it could go on for an hour or 2 and may still be interesting. If a book is filled with that much text describing the thought processes of everyone involved while solving the puzzle, it gets really boring.
I think you missed the part where I said that the games I run focus on the PCs, because that's what that particular game is interested in. That doesn't mean there aren't things going on in the background, but regardless of events in the world, they are dealt with via the perspective of the PCs in a given game.
I find it ridiculous that a group would get upset if they heard about another group of adventurers doing things in the world.
Of course other things happen. The entire world doesn't revolve around them. But one good way to make the players feel unimportant is to have NPCs be better than them or things more important than them happening around them.
I imagine some players would be close to quitting if I tried to introduce other events in a campaign that weren't about them. Just imagine being on a quest to help a farmer get his horse back while the world was being attacked by armies of giants. You can't fight the giants because you are too low level. But don't worry, there are all sorts of adventurers out there that are better than you fighting the giants for you. I'd feel like a second class adventurer.
When I sit down for a game, I expect it to be about OUR exploits, the group of people who sit down at the table. I expect our exploits to be the most important thing going on at the time. We assume things bigger than us happen all the time, but they don't happen around us and we don't hear about them because all that does is take away from our achievements. What's the point in fighting the 10 Orcs attacking when the guy standing over there could take them all out without breaking a sweat?
The PCs in a given group are not special snowflakes; just because you exist does not mean that you are meant to solve certain things, nor does it mean that you are supposed to be the best just by nature of your existence.
No, but the players ARE special. They are the only ones forced to play the game. As they play, they will gain levels. As they gain levels they should gain in prestige. If they keep playing, it should be a forgone conclusion that they they become important and powerful. Or they die trying and come up with new characters who become important and powerful.
Sure, no one in the game world knows that. But everyone outside of the game does. I may just be some Elf with a sword at 1st level, but I know my character is either going to die or he is going to become one of the greatest swordsman alive and defeat powerful beings the likes of which would defeat hundreds of 1st level people. So, in that aspect, I AM special.
I understand you don't like to consider the PCs special and that it irritates you somehow that they might be special. But the rules make them special.
I don't think I have said, anywhere, that these kinds of things are cut from the games I run.
It's a matter of the game focus. You have stated that the game isn't about the players. It's focus is on them, but it isn't about them. Which means you reserve the right to focus on the consistency of the world over their individual powers, character concepts, and ideas of what makes a fun game.
There's always a tradeoff. If Elves don't live in forests in your campaign world, you've told a lot of players who might join your game that they can't play the character they will have the most fun with and they need to pick something else. Obviously, you can't let the players have EVERYTHING they want. But everytime you choose the needs of your world over the needs of the players, something is lost.