But if everything is hard then hard is an average day and it's not really hard anymore it's just the new normalAfter reading other posts, I think I need to clarify things a bit further with two examples.
I ran OotA thrice; once with both of my groups and once with our Friday night dungeons. The first group was going with the flow, acting and reacting to stimuli but never initiated anything of their own beyond what was asked of them or what the situations warranted.
The second group, made alliances with Grey dwarves, Mithril halls, Triboar and the Lord's Alliance. They went to build a castle on the entrance to the underwater that led to the trading outpost, controlling the flow of trade towards that trading post and used the castle itself as a staging ground to their forays into the underdark.
The third group is mainly for show, but they too, to a lesser extent, used politics and alliances to get their way and improve their chance of success.
Of these, only the second group succeeded. The first one was obliterated by Demogorgon and the third ended in the Labyrinth through a streak of bad luck and very poor, but entertaining decisions.
I should point out that I am on the hard side of DMing and all my players appreciate it. I am also very democratic and all rules, house or optional are voted upon by everyone. I roll on the open, so no fudging from me. All of this makes games particularly hard games where attrition can be high, buy the feeling of achievement that comes with a successful endeavor is hard to beat. Like @Paul L Ming I am often seen by external players as an adversarial DM. That is far from the truth. Nowadays, hard is considered adversarial and this is a loss for our community. I DMed for a few of those that were scorning my style and guess what? They liked it in the end.
Hard does not mean no RP.
Hard does not mean no explorations.
Hard is simply that, hard...
And when you know something is and will be hard, you often try to find every single little advantage that will help you tip the sales in your favor. Be it tactics or politics or even simple historical knowledge, you will try to use those to your advantage. And thus, because you want these advantages, you will interact with the game world a lot more than if you do not need that advantage to succeed.
I think it is very important for a DM to make their players care about the world. If they don't, and you could swap the world to any other setting for all they care, then something is wrong.
There is nothing wrong if they have fun playing that way.
Throw a squad of battle mages at them and suddenly they care. If you use the distinction between foreground and background, the players (and their PCs) generally only care about what's in the foreground. The background is irrelevant...right up until you bring it to the foreground. Another way to say it is unless it directly matters to the story at hand, it doesn't matter.
There is nothing fun with the fun in and of itself. But I think if you're running a campaign, and the players don't know the name of the world, nor the name of the town they are in, nor the names of any deities or characters... then something's off.
Pacing my friend, pacing is a key element of any games. Are there easy fights in my games? Of course there are! Deadly fights? Sure as he'll! But not everything is easy, and not everything is hard. The hard part is in playing monsters/foes in an optimal way, just like the players play their characters to the best of their abilities. For that, you need varied encounters that avoid mono type foes. Why send 12 hobgoblin warriors when 6 would do it and then add 2 hobgoblin cultists with bless spells and 1 hobgoblin apprentice with a few magic missiles or even sleep spells? This amount mote or less the same challenge but the varied type make it much more interesting and challenging. Use tactics, do not les the foes stand in their assigned area until the PC challenges them. Let their foes hunt them when the players go to rest. Put up traps and hazards that were not there their first time around. Make patrols more deadly as their foes learn from.thwor mistakes. Too often, I hear less experienced DM say, ok you go to sleep and you wake up the next morning... This is not often the case in my games...But if everything is hard then hard is an average day and it's not really hard anymore it's just the new normal
This is false. Watch Critical Role. Liam cares as much about Matt Mercer's world as Matt does.No player is going to care about your homebrew as much as you do. The DM spends hours making something and the players are mild to meh about it. There are times where one or two will be, that was cool. Mostly you make something cool and unique and a player will say, "That sounds just like such and such show that I remember".
The difference between a homebrew and a published world tends to be information access for players.I switched to FR Sword Coast for 5e and played in Nentir Vale for 4e. This is partly work related reasons since I found that I could spend my limited time planning adventures and not world building so I could get the biggest bang for my time. There is also a part of having a world already built for you being better than the one you can make by yourself. I'm not saying that me or you do not have good ideas for a world or campaign, but generally they tend to mimic the ones already made.