I can't speak for anyone else, but I think the main problem is that things are supposed to make sense now. How many of us began playing in the standard dungeon full of monsters that had no reason to be there, with tricks and traps designed solely to thwart adventurers, with scads of treasure just waiting to be found? Heck, I played in one campaign where the ruler was guarded by Cylons, ala Battlestar Galactica!
Now we expect a more sophisticated, more "mature" gaming experience. Which often means simply that the world should make sense. The physical laws of the world shouldn't be too far out of whack from our own. Opponents have motivations we can understand. "Dungeons" have to have a reason for existing, and need more backstory than just because... A GM who doesn't follow this prescription leaves himself open to criticism. The inexplicable has somehow come to mean bad GMing. But wondrous implies having elements beyond our normal experience, beyond our knowledge.
A friend of mine GM'd for the first time a couple years ago. He had very little grasp of the rules for 3E. He couldn't balance an encounter to save his soul. But he had imagination galore. We fought giant shape-shifting robots (transformers), Doc Octopus, care bears (!), and a city full of skeletons who were quite civilized, if a bit bloodthirsty. We found absurd items such as leather armor of +10 Charisma, +5 swords, darts that healed whoever they hit, and so on. It was silly, stupid, and fun.
Now I'm not suggesting that all campaigns should be so silly. But maybe if we loosened up a bit, added a few "Harry Potter" elements to our games, instead of "Game of Thrones", maybe we'd find a bit more wonder in our games. Just a thought.
Now we expect a more sophisticated, more "mature" gaming experience. Which often means simply that the world should make sense. The physical laws of the world shouldn't be too far out of whack from our own. Opponents have motivations we can understand. "Dungeons" have to have a reason for existing, and need more backstory than just because... A GM who doesn't follow this prescription leaves himself open to criticism. The inexplicable has somehow come to mean bad GMing. But wondrous implies having elements beyond our normal experience, beyond our knowledge.
A friend of mine GM'd for the first time a couple years ago. He had very little grasp of the rules for 3E. He couldn't balance an encounter to save his soul. But he had imagination galore. We fought giant shape-shifting robots (transformers), Doc Octopus, care bears (!), and a city full of skeletons who were quite civilized, if a bit bloodthirsty. We found absurd items such as leather armor of +10 Charisma, +5 swords, darts that healed whoever they hit, and so on. It was silly, stupid, and fun.
Now I'm not suggesting that all campaigns should be so silly. But maybe if we loosened up a bit, added a few "Harry Potter" elements to our games, instead of "Game of Thrones", maybe we'd find a bit more wonder in our games. Just a thought.