Me (as the DM): Suddenly you the flapping of wings. A slight feeling of fright and awe tickles your skin. And then you see it. Above you flies a huge dragon. Its green scales...
Player: Wait what? Dragon?
Me: Yeah. Dragon. Game's called Dungeons and Dragons. There are dragons out there. If you roam around aimlessly in the woods, far from known civilizations, you are going to bump into wild humanoids, some crazy fey, some hidden elves, or a green dragon. You lucked out and got an adult dragon.
Other Player: At least it's not a sharknado this time.
Me: That's coastal. There's no sharks in the...
One aspect of D&D is that as the player characters advance in level, they face more challenging foes, traps, hazards, and monsters. You go from goblins to orcs to giants to dragons to bigger giants to bigger dragons. You go from simple locks to fancy traps to complex traps made with dwarven craftdwarfship and gnomish design to epic locks made by demigods.
5th edition introduced bounded accuracy to let low level challenges still be relevant to high level PCs.
And we accept this as the default assumption. If we change the game's tone or setting, we alter the assumption. But if nothing is said to be changed, we assume that more and more challenges could be handled as you level and you'd run into them. Compared to most settings in media, D&D settings have extremely deadly wildernesses. Half the MM monsters would eat our heroes from other stories with ease.
Except for the wilderness. At some tables, the wilderness doesn't upgrade by nature nor narrative.
At some tables and in some settings, the "natural advancement" of the wilderness wont occur if the DM has no reason to add an advanced monster or hazard to the wilderness nor upgrade an area to include them. There isn't a red dragon on every unclaimed mountain range. No fey prince or princess dominating every secluded forest. No storm giant sleeping under every undisturbed sea. So the high level forest archdruid is taming bears near his home and not dealing with young green dragons. The epic loner ranger doesn't have a collection of frost giant bones that grows every year just because. And the barbarian tribe in the hills lacks a story of spontaneous demonic energy conjuring fiends if a taboo is done.
It's not a bad thing. If every time a party travels to and from the far off dungeon, there was a high chance to run into an age appropriate dragon, few would make the journey. So the many setting cap it at predatory animals and random savages.
So what is your preference? Do you like the wilderness generally a problem for only low level adventurers, equally and potentially deadly to all, only deadly for plot reasons, or skippable altogether?
Player: Wait what? Dragon?
Me: Yeah. Dragon. Game's called Dungeons and Dragons. There are dragons out there. If you roam around aimlessly in the woods, far from known civilizations, you are going to bump into wild humanoids, some crazy fey, some hidden elves, or a green dragon. You lucked out and got an adult dragon.
Other Player: At least it's not a sharknado this time.
Me: That's coastal. There's no sharks in the...

One aspect of D&D is that as the player characters advance in level, they face more challenging foes, traps, hazards, and monsters. You go from goblins to orcs to giants to dragons to bigger giants to bigger dragons. You go from simple locks to fancy traps to complex traps made with dwarven craftdwarfship and gnomish design to epic locks made by demigods.
5th edition introduced bounded accuracy to let low level challenges still be relevant to high level PCs.
And we accept this as the default assumption. If we change the game's tone or setting, we alter the assumption. But if nothing is said to be changed, we assume that more and more challenges could be handled as you level and you'd run into them. Compared to most settings in media, D&D settings have extremely deadly wildernesses. Half the MM monsters would eat our heroes from other stories with ease.
Except for the wilderness. At some tables, the wilderness doesn't upgrade by nature nor narrative.
At some tables and in some settings, the "natural advancement" of the wilderness wont occur if the DM has no reason to add an advanced monster or hazard to the wilderness nor upgrade an area to include them. There isn't a red dragon on every unclaimed mountain range. No fey prince or princess dominating every secluded forest. No storm giant sleeping under every undisturbed sea. So the high level forest archdruid is taming bears near his home and not dealing with young green dragons. The epic loner ranger doesn't have a collection of frost giant bones that grows every year just because. And the barbarian tribe in the hills lacks a story of spontaneous demonic energy conjuring fiends if a taboo is done.
It's not a bad thing. If every time a party travels to and from the far off dungeon, there was a high chance to run into an age appropriate dragon, few would make the journey. So the many setting cap it at predatory animals and random savages.
So what is your preference? Do you like the wilderness generally a problem for only low level adventurers, equally and potentially deadly to all, only deadly for plot reasons, or skippable altogether?