But is that really your default? Do you ever actually use something like a random encounter table for anyone other than the PCs?
No, but that doesn't by any means indicate that those random encounters never occur in the game world. They still happen, they just don't have any impact on the characters whose lives we're playing out and thus can be - for play purposes - ignored.
Same rationale applies to the real world - as I walk down a street on the far western edge of Canada a thunderstorm in Birmingham England* doesn't affect me at all. Doesn't mean the thunderstorm doesn't exist, and anyone who ventures outside in Birmingham is still going to get soaking wet...but I'm not there and nor do I know anyone who is, so my not knowing about it is irrelevant.
* - for discussion purposes only. I've no idea what the actual weather is in the UK right now.
I think applying the pejorative "special snowflakes" to the PCs doesn't really help. I mean, they're the stars of the show. They absolutely are more important than probably 99.9% of NPCs. Sure, if you run a campaign where there is more than one group of PCs, then I can understand the need to treat them all equally, and not to favor one group over another or whatever....but I still don't see how we can ignore the inherent specialness of the PCs. That specialness need not translate to the fiction of the world....to them and everyone around them, they may be the same as anyone else
And this is what I'm trying to focus on: that in the game world the PCs are - or certainly started out as - much the same as everyone else; and real-world us putting them in the spotlight doesn't change that.
....but to us, playing a game? Yeah, they're the focus.
In the obvious meta-game point of view of the real-world people sitting at the table, yes. That's a given.
It's also irrelevant to what's being discussed.
We're talking about the game world, and how the mechanics of the game (specifically resting, in this case) might force how that game world is built, and how it internally functions when the PCs - and thus the spotlight - aren't around. In theory, when PCs are out interacting with the game-world (as opposed to dungeon-crawling or other serious adventuring activity) what happens on camera should largely mirror what happens off camera. For example, if they meet loads of wandering monsters while travelling through a remote forest (assuming they're not carrying a device of monster attraction) that somewhat sets a standard for what to expect in any other remote forests anywhere else...which means my worldbuilding has just been affected.
It also means that if the PC party travels the road from Althasia to Corwallen and gets attacked by 37 hungry monsters and a flock of insane camels it's beyond simple inconsistency if nobody else had any trouble on that road before or since; or that the dangers only happen to exist on this particular road at this particular time. Which kinda leads back to...
OB1 said:
I'm not following. If people in the world believe that the road to Mt. McGuffin is a safe road, but the PCs find it to be otherwise, that's a change in the world that might lead the players to investigate why there are suddenly dangerous monsters on a previously safe road. Not sure why that necessarily has an effect on other regions (though it could).
I never said anything about people believing the road to Mt. McGuffin was safe, which perhaps wasn't clear. I was thinking of a wilderness trek where people don't often go, where there's enough danger to cause maybe an encounter a day on average; and saying how this mangles up the resting rules. It's not a Mundane Day, as there's danger; but it's not really an Adventuring Day either as there's not enough going on. More like an Adventuring Week, but the rest rules are based on a day; and if you change them to base on a week then dungeon-crawling gets messed up.
Lan-"speaking of hungry monsters, what is there to eat around here?"-efan