Depends on the players, and what sort of consistency you're trying to maintain. Even "professionals" often have difficulty maintaining the consistency of a world, witness the Forgotten Realms.
Well, when I talk about a gameworld I'm talking primarily about the confines of a particular shared fiction. The game I was discussing with [MENTION=29398]Lanefan[/MENTION] is not the first game I've run using GH as a setting, but I wouldn't expect stuff in this game to conform to details of what happened or was established in the prior games.
That said, I don't think the demands are as great as (say) editing the FR, or the Marvel Universe. No single GM is going to run campaigns that touch on even a fraction of the detail published for FR (most of which is not the outcome of RPG play but of story writing). So maintaining the consistency of a setting over years of play with multiple groups - should one want to do that - is not on a par with managing the FR.
Multiple authors gives a different feel and a different type of consistency, not to mention a different gameplay experience. I think most people agree that the players should have a lot of input into the backstories of their PCs, although the degree of latitude varies from table-to-table. Beyond that there's a wide range of what individual players and DMs prefer, and are capable of doing. After that, most default to what D&D really provides as their framework - you have control over your character, and the actions they take. The DM will handle everything else.
Your claim about "defaults" is probably true as an empirical matter. But my post was not about what is common; it was about what is possible.
In the game mentioned in the OP, at one point there was a confrontation (something of a foreshadowing of the decapitation in the tower bedroom) in the Hardby cathedral. The mage PC defeated the wizard/assassin, and took from her an artefact called Thelon's Orb, and hid it in the cathedral altar.
Now I hadn't said anything about an altar. The player declared the action, and in the process made it true in the shared fiction that the cathedral contains an altar (and an altar in or under which a large-ish crystal can be hidden). Is that a threat to consistency?
I don't think so. So much of what we do in fantasy RPGing rests on well-recognised tropes (including, eg, that cathedrals have high ceilings, altars, etc) that the player declaring that action
reinforces the consistency and colour of the shared fiction.
Likewise when - after that confrontation - the mage PC needed to find somewhere to rest and train for a few weeks. The player simply declared that his PC finds a cheap inn in the dive-y part of town. That doesn't threaten consistency - it reaffirms an existing shared picture of Hardby as a generic, all-purpose fantasy city (with catacombs, wizard towers, a cathedral, docks, etc). This is how Gygax first created the city and world of Greyhawk, after all; or what REH was doing with his "Hyborian Age".
And if, by this sort of thing, the player actually puts something at stake, then as GM I have procedures to fall back on: instead of simply "saying 'yes'", I call for an appropriate check. This came up when the PCs drugged the wizard assassin and then set off, through the catacombs, to the mage's tower. I clarified that there was not something I was missing in the fiction that would make it easy for the PCs to navigate easily through the catacombs to find a way into the tower; the players clarified for me that there was not. So - given that something most definitely was at stake (their ability to get to the tower before the wizard/assassin woke up) - I called for a Catacombs-wise check. Which failed. And so the wizard/assassin woke up as they wandered, lost, through the catacombs; and then, came across them as she made her own way to the tower, taunting them through an opening into the catacombs and sewers from the street; and then the race was on. (The PCs lost - hence the decapitation mentioned in the OP.)
I just don't see that, or how, this sort of role for the players is at odds with consistency.
EDIT: I read [MENTION=16586]Campbell[/MENTION]'s post not far upthread and some of it is relevant to this reply. So here's a length addition to the post:
When it comes to consistency there are few things my group tends to do that I believe helps to maintain it.
We constrain detail to what we need to create a space for play. Unlike those Forgotten Realms authors our interests are not in creating an entire fictional world, complete with intricate details, lengthy histories, and the like. We are only really concerned with the things that concern our characters. We are not publishing lengthy treatises. If it does not enrich player decision making or help position characters into fiction we do not detail it.
This is true for my games.
In our main 4e game, all the Prime Material Plane action has taken place on the map on the inside cover of Night's Dark Terror - something like a 100 mile x 200 mile area.
The details of the cosmology have been drawn from an interaction between published sources and play. The fact that the Raven Queen aspires to be the sole god of the cosmos is an example of something established through play, the culmination of that being my narration of her Mausoleum, which was something that I (as GM) authored in the course of play:
The Mausoleum had three areas: an entrance room, with a large statue and modest altar; a set of stairs with slightly elevated ramps on either side leading down to the principal room - very large (about 90' x 50') with a huge statue and two pools of water, corrupted by the Abyss; and then a smaller set of stairs leading down to the burial room, with a large altar and five statues and 4 side rooms (the sarcophagus room, the room with canopic jars, the grave goods room and the treasure room).
The PCs started in the entrance <snippage> They studied the murals and reliefs in the entrance chamber, which showed the Raven Queen's victories during her life, becoming the most powerful ruler in the world (crushing her enemies, being adulated by her subjects, etc - I told the players to think of Egyptian tomb paintings, Mesopotamian reliefs, and similar).
<snip>
The mural in the principal room - also a magical hazard if they got too close, which they made sure not to - depicted the mortal queen's magical achievements - including
defeating a glabrezu on the Feywild, and travelling to the land of the dead (at that time, a land of black poplars ruled by Nerull).
The paladin looked in the cleansed pool to see what he could see, and saw episodes from the past depicting the Raven Queen's accretion of domains (fate from Lolth, in return for helping Corellon against her; winter from Khala, in return for sending her into death at the behest of the other gods); and then also the future, of a perfect world reborn following the destruction of the Dusk War, with her as ruler.
<snip>
they went down the last set of stairs to the burial room.
This room had a statue in each of four corners - the Raven Queen mortal, ruling death, ruling fate and ruling winter. The fifth statute faced a large altar, and showed her in her future state, as universal ruler. The murals and reliefs here showed the future (continuing the theme of the rooms: the entry room showed her mortal life; the principal room her magical life, including her passage into death; this room her future as a god). I made up some salient images, based on important events of the campaign: an image of the Wolf-Spider; an image of the a great staff or rod with six dividing lines on it (ie the completed Rod of 7 Parts, which is to be the trigger for the Dusk War); an image of an earthmote eclipsing the sun (the players don't know what this one is yet, though in principle they should, so I'll leave it unexplained for now); an image of a bridge with an armoured knight on it, or perhaps astride it - this was not clear given the "flat-ness" of the perspective, and the presence of horns on the knight was also hard to discern (the players immediately recognised this as the paladin taking charge of
The Bridge That Can Be Traversed But Once); and an image of the tarrasque wreaking havoc.
<snip>
Closer inspection showed that where it was possible the queen's name had once been written on the walls, this had been erased. The invoker/wizard decided to test whether this could be undone, by using a Make Whole ritual: he made a DC 52 Arcana check, and was able to do so (though losing a third of his (less than max) hp in the process, from forcing through the wards of the Mausoleum). Which resulted in him learning the name of the Raven Queen. And becoming more concerned than ever that it is vulnerable to others learning it to.
Asking the guardians confirmed that they also know her name, though will not speak it, as that would be an insult to the dead.
<snip>
The player of the sorcerer had been very keen on the possibility of a magical chariot among the grave goods, and so I decided that there was a gilt-and-bronze Chariot of Sustarre (fly speed 8, 1x/enc cl burst 3 fire attack). They persuaded the guardians to let them borrow it
The map I had drawn in advance. The details of the murals and statutes, the vision in the pool, the details about the names on the wall - all that, and hence what it implies about the Raven Queen, was authored by me in the course of play, building on what had been established already in the campaign, and extrapolating it in such a way as to maintain and build the pressure on the players to make hard choices for their PCs (ie about their attitude towards the Raven Queen's rise-and-rise-and-rise).
We elide what does not interest us, and dive deep into what does. We do not have to know everything about the world, a city, or even a given player character. There is so much richness and diversity to a single life it would be impossible to meaningfully cover it all in play.
Yep, this.
We rely on players to be Subject Matter Experts.
<snip>
We assume you are playing a given type of character because you are interested in the fiction that goes along with it. I expect the player of a mage to care more about the way magic works than I might.
The details of dwarven society in our 4e game were authored by the player of the dwarf PC, as part of his backstory. The existence of a drow secret society of Corellon worshippers, hoping to free the drow from Lolth's rule so that they can return to the surface world and undo the sundering of the elves, was established by the player of the drow PC, initially in backstory and then developed over the course of the campaign.
The player of the invoker/wizard will often explain ingame phenomena that have become salient in the course of play by reference to his conception of how magic, the cosmology etc work. Sometimes this is just colour, and so just stands as he narrates it, adding to the collective experience of the game. Sometimes it is more than just colour. On those occasions, it may lay the groundwork for some permissible action declaration. Sometimes I just "say 'yes'" to this. If it needs to be massaged a bit to fit with something already established, I might work with the player to do this. If it looks like it is the player trying to narrate his PC into a free lunch, I might require a check to see if things
really work as the PC thinks (although, since reaching epic tier, most of those checks are auto-successes for this PC!).
In my previous long-running campaign, the player of the lead samurai established details around his family and their loyalties; the player of the animal spirit exiled to earth helped contribute details about the animal courts of heaven; etc.
Of all the ways of approaching worldbuilding that [MENTION=16586]Campbell[/MENTION] mentions, this one comes closest to what I would regard as common sense.
We are exploring characters. We are not really exploring setting. For us, the setting is a means to an end - not an end unto itself.
I would agree that the setting is a means to an end, but in our games sometimes that end is exploring the characters, but not always. In our main 4e game, it is about the reconciliation (if that is possible) of structure and "life"/"impulse"/"chaos". In this context we have a PC remaking the Rod of Seven Parts; a couple of Raven Queen (ie fate/death) cultists; an elemental-type sorcerer who wants to reconcile the primordials with the endurance of the created world as something distinct from the order of heaven; and an eternal defender who is also god of imprisonment, who wants to preserve the world from primordials trying to unleash the Dusk War but in doing so doesn't just want to hand it over to the rule of the Raven Queen.
These characters don't have a lot of personal depth independently of these bigger picture commitments (outside of the standard quirks of colour etc that come with most RPGing); but the setting is a vehicle for exploring/resolving this question. It would be disastrous if it had the answer already written into it! (Eg via GM-authored metaplot.)
This is the second "epic" cosmological game I've run - the previous, OA one turned on the relationship between human affairs - insignificant as they might seem from the divine point of view - and the laws, including the dubious compromises they contain, established by heaven to govern the world. Being an OA game, various and sometimes competing notions of "karma", "enlightenment" etc played a role in framing these issues. The PCs defied heaven, forming alliances with a dead and an exiled god, and ended up succeeding in saving humanity where heaven - due to its compromises - had failed.
This game was run using Rolemaster. It had more depth of personality to the PCs than the 4e one; but RM in many ways it a bit less robust at the moment of crunch. The PCs ultimate victory turned more heavily than (say) 4e does on the players making a strong case as to what their PCs could achieve given fictional positioning, with the role of mechanics not then being irrelevant, but a bit more secondary. While I still think RM is a system that is often unfairly maligned, and has a lot of good things about it, this campaign persuaded me that I wouldn't want to run it again for the sort of RPGing I'm interested in. It puts a lot of "free kriegsspiel"-type pressure on the GM, moreso than the systems I'm now using.
In this game, too, the idea of baking the outcome into the GM narration of setting - so changing the game from the form it took, to a type of puzzle- or mystery-focused game - would have been utterly disastrous.
So these are examples which (I think) show how setting can be a means to an end even when that end is as much about what is possible within the setting, and the meaning of events in the setting, rather than about the characters.
We are not afraid of do overs and talking things out.If we play something out and it does not feel authentic to our sense of the fiction or these characters we are not afraid to speak up. We also do not feel like we need to get it right the first time. If we miss some critical detail we can rewind and replay it or work together to clarify the situation.
Interesting. This is not a big part of our approach - or, at least, maybe we approach it in a different way. This is the sort of thing that we would tend to work out in the course of framing and establishing the content of an action declaration (establishing authenticity; clarifying the situation).
Elaborating on that: framing and action declaration are definitely not 1st person narration moments at our table. The discussion moves very flexibly between first person, second person (GM addressing player/PC as "you"), third person but character focused (eg "Jobe is trying to . . . "; "How does that relate to Jobe's Belief that . . . ?"; etc), and god's-eye-view third person.