Hussar
Legend
[MENTION=545]Ridley's Cohort[/MENTION], That is what I was getting at. If elements in the game must always follow causal logic from an in-game perspective, we should never survive past second level. 
Even in the most Theme Park style sandbox, you still design locations with an eye to the PC level. You have low level areas and high level areas. Sure, the players could choose to go to a high level area, but, those are sign posted along the way as being too dangerous and to be avoided until later. PC's are punished if they ignore the signposts, and they are free to ignore the signposts, but, the signs are all there all the way along, in order to prevent the players from going somewhere they will get killed too easily.
There's no in-game logic to that. That's all meta-level, based on the idea that we want the campaign to be on-going.

Even in the most Theme Park style sandbox, you still design locations with an eye to the PC level. You have low level areas and high level areas. Sure, the players could choose to go to a high level area, but, those are sign posted along the way as being too dangerous and to be avoided until later. PC's are punished if they ignore the signposts, and they are free to ignore the signposts, but, the signs are all there all the way along, in order to prevent the players from going somewhere they will get killed too easily.
There's no in-game logic to that. That's all meta-level, based on the idea that we want the campaign to be on-going.