The expectation (at least for me) comes from 'Yes, And'. It's improv 101. Of which roleplaying games use that concept as their entire foundation. Roleplaying games only work when both the DM and the players agree on what is happening and going on. The players agree to accept what the DM...
Well, your game assumptions are your own. Thus while milestones wouldn't work for you under those assumptions, anyone else who doesn't play under your assumptions can work with milestones just fine.
I think a large part of the issue with the 'Mos Eisley Cantina' style of species availability is that most DMs as they are prepping a game have not done any real work in establishing within their world just how, where, and why all these various species live where they do and how, where, and why...
Do you only ever do exactly what the book or module says? Or do you use your own creativity and resourcefullness to add, subtract, or change things to make the product fit what you have going on in your game? I would not take you as someone beholden to only running RAW, so why you would think...
Current Pathfinder 1E campaign I am playing in is still ongoing after 5+ years and we are Level 18. I expect we will make it to 20 before the campaign ends.
Either way works. Really depends on the DM and what their desires are for the games they wish to run. If a DM is open to all kinds of possible games, then yeah, the group of players all working together to come up with a theme for the campaign will work great. But if the DM changes themes...
This is one of the advantages of playing in a game with a DM who takes a more active hand in establishing setting expectations. If they care about species proportions and likelihood of appearance in the various adventuring parties, they will restrict options for players as part of their setting...
Agreed, it does not have the same solidity that XP counts do because you are beholden to guesstimating how long the quest you are on might last and how many of these quests equal a milestone. I don't disagree at all. But my point was really that there was at least something there for players...
But by the same token... if the DM is using story milestones rather than XP... players still get a "progress bar" of sorts because they know what their quest is that they are on and can usually determine just how far along they are in getting closer to the end of it. And depending on the import...
I am a milestone DM and do not have a set formula or knowledge of how many sessions it will take to level up... because everything can change based upon how much the players end up roleplaying. Especially in the early game sessions when we are setting up the campaign scenario, getting the...
We can also just hope that there will be players who will build their character to theme and not just min-max for mechanical benefit. If someone is going through the effort of making their fighter a banneret, you would like to see them actually embrace the concept of the character fully and not...
I believe reworking the backstory and changing names to fit your setting would not fall under my personal definition of 'no prep'. You actually read the module, saw what needed to be changed to fit your campaign, and then did it. I myself would call that 'prep', and thus to your credit you...
I would suggest that "easy to prep" is not the same as "little to no prep". The former is about success rate. The latter is about effort. All kinds of module designs could be easy for a DM to prepare for their game... but at least the DM is actually doing the work preparing to run their game...