Mercurius
Legend
It probably matters more to most DMs than it does to most players. Some players might make a comment, but they generally don't care, at least in my experience.
In that sense, as a DM who takes campaign and adventure design seriously - and enjoys it as a creative process in and of itself (that is, not only for how fun it will play, but aesthetically) - I want there to be some rationale, some kind of internal consistency.
I don't mind your typical old school dungeon with a wide variety of creatures in adjoining rooms. But I need to come up with a reason that makes sense to me as to why that is; this not only serves to give me a sense of artistic integrity, but an explanation for the players if they should so ask or question. Think of the simple genius of Undermountain - it was the creation of a mad--and very powerful--wizard. That's all you need, really. Now of course you can only use that once, or you can stretch it a bit, as I do, and say that there was a lost civilization ruled by powerful mages that left behind many such dungeons, and are also the reason for the existence of many of the monsters in existence - the mages opened gates to other realms, created hybrid species, etc.
The more depth a DM puts into the story behind the action, the more the action can come alive. This is why Lord of the Rings was so powerful - the thousands of hours that Tolkien put into world building made Middle-earth an alive, a real, place. The best campaign settings are like this - they provide fertile soil, a context, for the adventures - and the dungeons. Without that, well, you can still have fun, but the campaign won't have the same feeling of depth and richness that it would otherwise have.
@delericho , just a point of clarification: Orcs don't use latrines. They go wherever they are when they feel the urge. I just thought you might want to know that.
In that sense, as a DM who takes campaign and adventure design seriously - and enjoys it as a creative process in and of itself (that is, not only for how fun it will play, but aesthetically) - I want there to be some rationale, some kind of internal consistency.
I don't mind your typical old school dungeon with a wide variety of creatures in adjoining rooms. But I need to come up with a reason that makes sense to me as to why that is; this not only serves to give me a sense of artistic integrity, but an explanation for the players if they should so ask or question. Think of the simple genius of Undermountain - it was the creation of a mad--and very powerful--wizard. That's all you need, really. Now of course you can only use that once, or you can stretch it a bit, as I do, and say that there was a lost civilization ruled by powerful mages that left behind many such dungeons, and are also the reason for the existence of many of the monsters in existence - the mages opened gates to other realms, created hybrid species, etc.
The more depth a DM puts into the story behind the action, the more the action can come alive. This is why Lord of the Rings was so powerful - the thousands of hours that Tolkien put into world building made Middle-earth an alive, a real, place. The best campaign settings are like this - they provide fertile soil, a context, for the adventures - and the dungeons. Without that, well, you can still have fun, but the campaign won't have the same feeling of depth and richness that it would otherwise have.
@delericho , just a point of clarification: Orcs don't use latrines. They go wherever they are when they feel the urge. I just thought you might want to know that.