I think you're giving too much credence to the independent reality of an imagined construct.
It's not like I'm saying "Oh yes, this really is real somewhere."
How would this be different from him saying that there would be further adventures, but with those adventures never materializing? Say, he moves away or the game disbands.
It's like... the difference between a movie and real life.
You know that, when you get towards the end of the movie, things are going to wrap up. There is going to be finality to it, and then - that's it.
Reality keeps going.
If he were to say that we would keep playing in this setting, then it would be more like reality. The way it is now, it is more like a movie.
As a player, I can't tell the difference. Nothing really matters - in any case, we're doing imaginary things in an imaginary world, perhaps seeing imaginary repercussions of our imaginary actions. It's great for a story, but I'm not going to pretend that it somehow exists outside of the imaginations of myself and my players, nor am I going to pretend that each of our imaginings is coherent with the others.
Look, if you disagree with my take, that's fine.
So do you have multiple campaign worlds?
No.
Have you run any modern-world campaigns set on Earth?
No.
How can your players distinguish from something that has existed all along in your head, and something you've made up at the spur of the moment due to unexpected questions at the game table? Should they be able to make a distinction?
I attempt to head off unexpected questions at the table for this very reason (by providing a wiki, it's not like I try to keep my players in the dark), because I don't like giving off-the-cuff answers because it could possibly mess with versimilitude or - perhaps worse - I may have answered the question on the wiki, but it's been so long that I've forgotten about it and give a different answer now.
Should they be able to make a distinction? I'm not really sure it matters.
The_Ghost said:
That's an interesting perspective - a campaign world that is almost a living-breathing entity.
That is the thing I'm attempting to get at.
Let me ask you then... do your players ever feel as though the situation has become hopeless? What I mean is that does the world's story ever eclipse the players story? I have always gamed with the belief that the DM brings the setting and the players bring the story. The players are the focus of the game. Your way of doing things certainly intrigues me. I am curious to know how it works.
That's a bit difficult to answer.
There are things going on in the background, almost always. The world doesn't stand still.
However, whatever game I'm running, the PCs are the focus of that game. It is their story, and while the world story - or even the stories of other simultaneous PC groups - may have an impact on it, we're more interested in the story of the group, for the purposes of a game.