Sadras
Legend
By "living, breathing world" I was referring to the style of play that puzzled @Manbearcat, namely setting out backstory in advance, and statting it all up (either literally or notionally), even though this is not for the purposes of creating a classic Gygaxian/Pulsipherian challenge game. (An example would be where the GM has decided that (say) the mayor of the village has such-and-such stats, even though there is no expectation that the players are meant to learn what those stats are and use that knowledge as a resource for their own clever play.)
I'm not referring particularly to PC backstory, although that can be flexible too. I'm referring primarily to world backstory. Ie, the stuff that @Manbearcat was talking about in his post.
For instance, and to take an example from my own campaign: why is the Raven Queen on good terms with Kas, even though she hates undead and Kas is a vampire lord? I don't know - although it has been established in play that she is on good terms with him, the reason for this hasn't been established yet. When the time comes for me to make a decision, I will be doing my best to make a decision with maximum dramatic heft, both in terms of shock value and generating momentum.
Thanks. I misunderstood a little thats why some of my response doesn't make sense.
To give a PC-oriented example: it turned out that the human wizard in my campaign was really a deva who had taken human form, and lost his memories, for one of his incarnations. But when he died fighting an angel of Bane, he was reborn once more as a deva and regained his memory of 1000 lifetimes.
The PC had been in play from 1st level. This particular bit of backstory was brought to light at 16th level.
I like this, but given my perception of your dming style from posts of yours, I would imagine this was the PC's idea or am I wrong on this assumption? If this idea was entirely hatched up by the DM and he placed this in the PCs backstory without consultation with the PC, would you have an issue with it? I'm just trying to understand how much of an input you allow the DM.
An additional feature of flexible backstory is not determining the mechanical representation of a gameworld element until it is needed for play. In 4e, this means using all the monster-building tools that have been discussd in this thread. In Robin Laws' HeroQuest revised, this means using the system for setting DCs, where the DCs are higher the more successes in a row the players have had. In Burning Wheel - which uses "objecive" rather than "level appropriate" DCs - the Adventure Burner (which is that game's equivalent of a GM's guide) suggests not statting up the big bad until the last feasible moment of prep, because you want that NPC, in mechanical terms, to be a suitable challenge for the PCs.
I'm not a fan of the latter idea from the Adventure Burner. It would suggest that PCs can expend all their dallies and specials on the little fights before the big bad and as DM you would have to scale down the big bad for it to be a suitable challenge for the PCs when they do encounter him. This is where it seems the world is not intuitive/natural. As DM the Adventure Burner seems to suggest deliberately manipulating the big bad for a fair challenge as opposed to preparing the monster and so what happens during the adventure/session does not affect your big bad unless it was part of the in-game fiction influenced by the PCs. I'm more of a fan of let the chips fall where they fall.