[MENTION=6775031]Saelorn[/MENTION] - what is the in game logic that prevents bombing 1st level PCs with adult dragons?
There obviously is none.
All decisions made at a table are a combination of in game and out of game considerations.
There is no pristine "only in game" decision making processes by anyone at a table. Ever. They are always influenced in some ways by out of game information, desires, ideas, etc.
I agree with the point about the "traditional approach".Clearly, the game has moved away from this model, advocating the resolution of large scale conflicts through the achievements of the PCs acting as an elite squad (if I remember well, this advice is found in 2.5 in the Combat & Tactics Player's Option book, in 3.0 in the Complete Martial, and I guess the 4e DMG). But, clearly, the *traditional* approach is to give to the players the control of the PCs henchmen, retainers, and even thousands of soldiers at times. I have to admit I like this *traditional* approach much more than the recent take, as it breaks the "bigger numbers, same game" treadmill seen particularly in 3e and 4e.
The PCs are told that there is a magical evil artifact somewhere in the room but they don't know where, so they are asked to spread out and talk to everyone in the inn to see if they can discover anything suspicious. The adventure enters "Phase 2" when the PCs figure out that one guy has the artifact in a glass sphere in a bag at his feat. Any attempt to get into the bag or reference to the bag causes the NPC to get paranoid and attempt to pick up the bag and accidentally smash the sphere, causing the lightning to be released.
Read more: http://www.enworld.org/forum/showthread.php?370391-Character-play-vs-Player-play#ixzz3IrSoNMlZ
We're in agreement on this point. It would be silly, which is why it should be avoided when possible - the easiest way to avoid having to acknowledge a meta-game reason is to not do things for meta-game reasons.
That you choose to play a game, where certain events are more or less likely to happen, says nothing about the game itself. It is entirely exterior to the game. The game is what it is, and doesn't care whether or not you are playing it.
You know I'm curious, for the posters falling on the side of the players having authorial/narrative control of the world/universe... [MENTION=6696971]Manbearcat[/MENTION], [MENTION=42582]pemerton[/MENTION], [MENTION=22779]Hussar[/MENTION], [MENTION=6783796]Lerysh[/MENTION] and a few others... Is the DM granted authorial/narrative control over the player's characters?
If so, is there a limit?
If not, why not... if everyone is supposed to be equally influencing the game/story? How can this be true if the player's all get a character (piece of the narrative/story) who is off limits from the DM (except through resolution mechanics which everyone has access to)... but the DM gets no such thing that in turn cannot be influenced or changed by the players? If the DM does in fact get this in the playstyle you all are advocating what is the particular thing that is sarosanct from their suggestions/changes/etc.?
[MENTION=6775031]Saelorn[/MENTION] - what is the in game logic that prevents bombing 1st level PCs with adult dragons?
I made an observation in my post to which you didn't reply, so I'm going to have another go.AD&D - whichever edition you were quoting - is the game where night-time travelling will involve running into bandits every week, while intermittently encountering demons or undead.
I'm not sure that this is true - I think the easiest way to avoid fourth-wall breaking in-character talk is to think oneself into the fiction and narrate from that perspective.the easiest way to avoid having to acknowledge a meta-game reason is to not do things for meta-game reasons.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.