This is a pretty big assumption. I don't know why there's this constant assumption that if the DM does somethign you don't like/understand, that it's the DM being out to get you in some way. I'm not out to get the players at all. But I run the game world like it would naturally flow regardless of the PCs.
I feel like you're taking this
awfully personal. And I'm
still not talking about the perception of things from the player's POV, but from my own as the DM. I don't like to do things without a good reason. Burning resources
alone is not IMO, a good reason. Good reasons may burn resources, but that is an effect of the encounter, not the reason for it.
Sorry, but it's not bad DMing on how the players decide what to do, where to go, and how to do it. In fact, it's good DMing to not force players to take one particular path or not (AKA railroading). The game world is there, all of it.
To the bolded portion in particular: no it isn't. This isn't the real-world universe which exists independent of player participation. Humans or no humans, the earth is still here. Fictional settings with fictional events in fictional universes DONT EXIST.
The players should have the choice to go and do whatever they want, within the power of their PCs.
And you're calling me out on catering to the players?
A group of 8th level PCs stumble upon a small goblin tribe? The tribe was there all the time, regardless of PC level. They exist as part of that world.
Once again, no they don't. They exist there because someone designed them to exist there. They are able to be encountered and fought (or not) because someone designed them to be. They are not "really there". They are there because D&D worlds are essentially "intelligently designed" to contain certain parts, to react in certain ways and so on and so forth. They don't exist AT ALL independent of the game and I honestly am starting to question your sanity at this point.
If the players decide to burn some resources during that encounter because of something they chose to do, that's not on the DM at all.
God cut the smoke already. Every single turn you're been blaming the players. The players feel entitled, the players this, the players that, oh and now it's the player's fault they're burning their resources by
choosing to fight some low-level goblins that apparently exist of their own accord in a world that is every bit as real as reality. This sounds literally insane.
If you think Gygaxian style of play was nothing but dungeon romp from one encounter to the next with the only motivation being loot, all I gotta say is you're way off base there.
I disagree. Old-school systems had a heavy dungeon emphasis and treasure gaining was often the only way to gain XP. This is one reason we still have bloodthirsty parties and non-cohesive groups since level-advancement was long ago tied to loot. More loot, more advancement.
Also, just because something might not have a clearly pre-defined plot impact doesn't mean it's there with no reason or that it won't have an impact. I would even posit that's one of the biggest points of the game: to role-play out the game and see what happens.
Again with addressing me as though I'm speaking from a player perspective. I'm NOT. I'm speaking as a DM. Please keep this in mind for any future responses.
Remote goblin tribe you stumble across as 8th level PCs that have no direct impact to the plot? You seem to be saying it's useless and bad DMing because you're assuming the PCs will use some resources to defeat them. Why doesn't the party try to talk/bribe them and find out more about the area? What if the party makes allies with them and the goblins help them in the plot? What if the party does wipe them out only to have a survivor rally other monsters to track down and hunt the party? Just because none of that is mentioned in the official game adventure doesn't mean it can't happen.
Now you're confusing existence and encounters and a whole bunch of other things. You seem to really enjoy going off on completely unrelated tangents. Bribing the goblins, allying with the goblins, these are all great plot thingies that can be used to create an interesting story. Those are REASONS behind running into that goblin tribe and that is EXACTLY WHAT I WANT.
I swear I'm talking about one thing and you're talking about something else.
The funny thing about rpgs is that you're truly only limited by your imagination, and every single interaction in a game world is an opportunity if you want it to be. You used an MMO analogy. Well, I'd say get your mind out of the MMO mindset, because tabletop RPGs offer sooooo much more once you do.
*I say the following as a DM and as a player:
I don't like sandboxes. I don't like the MMO v. TTRPG war. I like to give my players a world that doesn't simply
exist and tell them to interact with it. I like to give my players a world that has interesting events and stories. Oh sure, they can wander the Dark Marshes all they want, but I'm going to be up-front with them that there's really nothing of interest there. Some parts of the world are BORING. If you were looking for adventure and excitement, would you rather wander the Sahara, or the streets of Constantinople?
I'd rather be in Constantinople where there are potentially quests, allies, enemies, politics, wars, disease and all sorts of other things than some big empty canvas where I'm expected to just make up my own adventure. If I have to make it all up myself, why am I at your table having you DM?
I occasionally see people throw this statement out to 'shut down' other people, but do you really believe that there is no level of realism possible in fantasy settings?
...
So I really don't understand where you are coming from here.
Realism in the sense of the word that the fantasy game-world is "real", that it exists independent of the game in some manner, that it lives and breathes without a puppet-master to pull it's strings, that it grows, evolves and advances without interaction from DM's and players. If you cannot understand that, then I cannot help you.