Professor Phobos said:According to the demands of the storyline and logic of the world, surely? I'm not going to give out a magic item just because some chart says I have to- I'm going to give out a magic item if a bad guy had a magic item and the players kill him for it.
The DM has to make the treasures found "believable", e.g. a Beholder doesn't carry a magic sword. That's the only "internal logic of the world" relevant in a gamist RPG like D&D.
Professor Phobos said:And, of course, in any level-based system they level up when I damn well say they do. But that's more of a house rule.
It's a common one and it is a very bad idea because it breaks the fundamental role of the reward system : tell the players what is a good behavior and what is a bad one.
Professor Phobos said:I thought the charts were guidelines, suggestions, optional? How else is a GM going to build a world to taste if he's got to follow the inane demographics of the DMG?
The fictional word is a deep & rich (if you want to) bakground to set up challenges in D&D, nothing more, nothing less.