From "Tricks" said:One of the most disturbing trends of the ‘new-school’ gaming philosophy was the inordinate focus on having things “make sense”. Creating dungeons that only have realistic ecosystems of magical creatures is an exercise in futility glorified by those of small imagination and little creativity. There are several factors that address this very issue and more.
• The high number of empty rooms addresses the large predator issue directly.
• Part of the cultural zeitgeist of Dungeons and Dragons was the mystique of the dungeon or underworld as the unknown. When playing the brave heroes who leave the realm of the known world and travel past the threshold to unknown depths, anything is possible.
• Monsters, humanoids and magical beasts in particular are not just animals or men with different hats on. They are the physical manifestations of our fears and risk. You don’t have to worry about what they eat or how they live. Orcs are the ancient ancestor with superior physical strength and squad tactics who we ran into extinction, vampires our fear of rape, the lich our fear of ancient rulers imposing their unending rule upon us, flesh golems the fear of what might come back if we were to raise the dead, skeletons and zombies our fear of the relentless nature of what is to come. To acknowledge a fireball, yet express disbelief that the owlbear can’t live off the caloric content of vermin on dungeon level two is petty indeed.
Remember, it is a game. There is no need to waste time wondering why there’s a flaming vent trap here, who cares why it’s set or why it’s still working. The dungeon itself might be hundreds of thousands of years old! Just think of who could have owned it during all that time.
I bolded a portion of a section a thought might be worth discussing further and quoted the full section for context. I like how this is put but admit that I also prefer if something makes sense to me as a DM even if the players never have the total knowledge of why, for instance, a particular trap is somewhere. I might merely, offhandedly decide that something is the way it is because of some reason and I might never even jot it down but my brain does tend to move toward having some sort of narrative solution or explantion. Are other people like this?
I bolded a portion of a section a thought might be worth discussing further and quoted the full section for context. I like how this is put but admit that I also prefer if something makes sense to me as a DM even if the players never have the total knowledge of why, for instance, a particular trap is somewhere. I might merely, offhandedly decide that something is the way it is because of some reason and I might never even jot it down but my brain does tend to move toward having some sort of narrative solution or explantion. Are other people like this?
I would just say that assuming a naturalistic explanation is the only kind of explanation that is valid (i.e. makes sense) shows a lack of imagination.
I discuss that here in the context of Race as Class.
I'm with you. That paragraph jumped out at me too. Dungeons have to make a little bit of sense, but no, I don't try to constrain myself too much in the name of realism. Hell, just the dungeon itself is a pretty unreal place.
No doubt that the cause and effect of a situation need not be engendered naturalistically. Your caution is well noted.
Could you expound more fully on the relationship of that blogpost to the tangent I am fostering? Although the dwarves in that blogpost are not natural in the same manner as humans are assumed (in that blogpost) to be natural, there does seem to be a naturalistic explanation of their inherent imparatives.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.