Yet another example of the game being played differently in different communities - in our crew* those charts were/are, as far as I know, not used all that often at the best of times and (particularly the 'town' ones) more often not used at all. Most of the time the DM just wings something if it seems appropriate, with a glaring exception being cases where a module (e.g. JG's Sword of Hope) specifically states when monsters will 'randomly' appear.
* - for sure this is true in my case, and I've a very strong hunch it's true in any local game I've either played in or heard of
True. Then again, if an adventure is a closed environment where do the wandering monsters come from? Never mind that often the listed wandering monsters are the sort of things the 'real' dungeon inhabitants would have long since cleared out.
Though there's situations where wandering monsters make perfect sense, I often find wandering monsters and setting consistency tend to fight each other.
Agreed. Interesting to note, though, that having just run S1 Lost Caverns (which Gygax wrote) I'll say it's a very high risk, very high reward adventure without a wandering monster in sight: he specifically notes there's no wandering monsters in the caverns.
Which is odd, because the module builds in a perfect means of having them appear (room 9, lower caverns, inbound instead of outbound); and so I chucked some in once the party started taking multi-week trips to town and back.
Or more or less eschew rules in favour of roleplay...?
Of course you can eschew rules and 'just roleplay', and of course you can eschew rules and figure out some sort of substitute for wandering monsters (or just live with the resulting caster supremacy since everyone will play the old "unload the big guns at every encounter and then just rest" game). It is amusing to note that in the 40 years since 1e was published NO set of D&D rules has YET found another way to solve that problem, and 5e is still suffering with it! I do take your point that wandering monsters feels like a sort of hack, but yet, again, since nobody is willing to mess with casters to make them weaker, you can't just say "well, that's not a significant part of the game, just leave it broken!". I mean, you CAN, but it isn't satisfactory to a LOT of people!
So, really what it all amounts to seems to be that some of us want to play a game which WORKS and provides relevant functionality out of the box. I'm perfectly fine with coloring outside the lines of any given game when people want to do that. If players in a DW game want to spend their 'carouse' move in irrelevant banter or seducing the local townswomen or whatever, that's fine. We don't really need to play with dice or whatever, but we COULD. I mean, 'Carouse' has a check, and one of the possible results is "you get into trouble". Nothing is worse trouble than girls! (sorry ladies, you may read the gender reversed version of this, it is equally true).
I mean, I can tell stories. I don't need an RPG for that. What
@Crimson Longinus is suggesting is perfectly feasible and to an extent happens in every game, but it is not relevant to the point I was making, which was that principles of a game, and its agenda (maybe that falls under principles too, not sure) are an integral part of the game. Just because you can 'do other stuff at the table' doesn't really change that. Likewise with Wandering Monsters. Just because some people, even a lot of people, ignore it and live with the inevitable (and well-known) fallout doesn't undermine the point that wandering monsters are part of a set of rules that support core principles of classic D&D. XP for GP does that too, and this is why its removal from 2e was such a key indicator that 2e is really a whole different non-classic D&D (despite sharing a lot of mechanics with 1e).