Yeah, yet another chore in what is supposed to be fun. Its just far too easy to get it twisted up, and it has nothing to do with cheating! Half the time different people write stuff down at different times, in different places, nobody is 100% sure 3 weeks later exactly what was written where and which notes/scribbles on the margin of a character sheet, etc. are 'correct', etc.
I guess I look for a somewhat more robust form of tracking that notes and scribbles in the margin.
And IME getting it twisted up has a lot to do with cheating, because the twistings almost invariably end up in the PC's favour - sometimes massively so. (one instance: our DM got suspicious of one player's PC wealth and ran a quick audit - he added up the treasury shares the PC would have received over its career then compared the total to what was on the character sheet. The character sheet number was
higher just in coin alone, never mind what had been spent in addition on magic items, gear, etc. along the way! Suffice to say that player wasn't in that game for much longer...)
Its just not worth the trouble! I mean, basically, what we found was that we were quite capable, either by tracking it or by creating an abstract system, of knowing of the PCs were totally broke, had a few coins, enough cash to get by, plenty of cash, great loads of cash, or some gargantuan fortune. So why do the boring task of tracking actual numbers?
In the game I play in our last couple of adventures have been pretty lucrative; yet one of my characters is nearly out of g.p. again because she's spent it all on magic items, spell acquisition, MU-guild dues, and other expenses. If I didn't track her wealth carefully I could easily have spent far more than she had available...which is unfair.
I'm pretty sure you know what my response is to anything claiming any sort of 'existence' or 'facts' about a made up world...
All that tells me is that you're not seeing any of this through the eyes of the PCs, to whom all of this is quite real.
No, we don't have to deal with them, not beyond what actually makes the game play the way we want it to! There's no requirement beyond that, its pure entertainment nothing is mandated.
Were it not for the goal of trying to make the game world a believable place I'd probably be on board with this train of thought. But requirement number one is that the game world be believable - or at least as believable as it can be, given the nature of fantasy - and that's what many of the game mechanics I've been referring to are in aid of.
Yeah, but as with all the other times you have asserted this, you can only assert that you have this preference for tracking and handling lots of things. There's no inherent reason for that. When Gygax wrote all that stuff in the DMG about how you HAD to track time, etc. etc. etc. EVEN THEN my 16yr-old self chuckled and wondered what he was smoking.
Where I took that to be one of his truly solid bits of advice. Unfortunately he then himself goes on to overturn it when he says that each day between game sessions should also represent a day passing in the game world, which makes no in-game sense whatsoever! That's the bit which caused me to question his choice of recreational mind-benders.
Right, so when this journey starts, or gets to the ocean, there COULD be a scene where the PCs decide that getting to Tokyo faster/cheaper/whatever is worth some chance of sea monsters. That's a potential play for a GM in a Story Now type of game, particularly if there are players who have some interest in the subject. It will depend on the game, which is what I've maintained the whole time. You simply cannot make these blanket statements about what is important in an RPG.
Sure I can; when coming from the basis that having a sound, consistent game-world or setting in which to play is a foundational requirement of any RPG and without which at least one big aspect of an RPG - exploration - simply cannot work as intended. Despite what you and others have claimed here, I maintain you just can't make it all up on the fly and hope to remain forward- and backward-consistent for any length of time, for two reasons:
1. Nobody's memory is good enough to remember it all unless the campaign is just a few sessions long, and
2. There's so much risk of backward inconsistency (e.g. my example earlier of the Godswall) that it's pretty much inevitable that it will happen at some point in a big enough way as to invalidate something that happened earlier in play, which is unacceptable.
Which is fine, if the party wants to wander around and explore and meet stuff. There's this forest in my campaign. It is a dangerous place. One of the PCs learned that his missing brother was probably held in this forest somewhere. The deal was that he could wander around in the forest looking for his brother, but he was going to run into trouble. Still, none of the trouble was RANDOM, I just made a list, and when he failed in the SC to find his brother, the next monster on the list showed up, wherever he was physically located at that time (I do have a map of this area, made in the 1980's, so I could actually guestimate what location he was in and describe it. This worked well, it was basically "Here are the stakes, take your chances." I am not sure I'd call it 'wandering' monsters, though it probably does something similar to what you did.
Had you rolled on the list for what he met instead of just taking the next one up you'd be very close to a wandering monster set-up.
Lanefan