Helpful how? As a category? Sure. But what about if we want to talk about how to go about it?
- “I want to know how to be a better salesman.”
- “Use sales techniques!”
That’s useless.
But people come here and say what techniques they use to create a living, breathing world. I can't recall a single post in this thread where a living, breathing world proponent said, "Well what you have to do to create a living, breathing world is create a living, breathing world." Instead explanations and/or examples are given.
It depends. Why do these things keep coming up? If players don’t engage with something, does it make sense to keep bringing it up?
Yes it does. If there's a war going on between the countries of Ihateyou and Ihateyoumore, it's likely to last a while and news of it be widespread. When the party goes into a bar to hear rumors, they are likely to hear rumors of it for a long time, even if they don't engage. It's part of what makes the world seem more real.
Whether it's good, bad or indifferent will depend on your group. If you and your group aren't into the living, breathing world playstyle, don't use it.
Given that the GM has significant influence over all the elements of the fiction, they’re likely to be able to shape events such that the outcome of anything is exactly what they want it to be.
But why would they? The DM of the living, breathing world playstyle is far more likely to try and figure out the logical conclusion or very often multiple possibilities and determine them randomly. Often they will assign percentages. The necromancer has a 60% chance to try and enslave the next village, a 25% chance to lay low for a few years in a nearby graveyard, a 10% chance to try and hunt down the PCs and a 5% chance to turn his life around and try and help people. Then a percentile die roll will be had and we see what happens.
There are a bunch of different ways to figure out how the world is going to proceed, and "I want it to be that way." is rarely going to be used, and when it is, it will almost always be because the option picked is overwhelmingly the obvious one for the NPC based on what is known about that NPC.
As such, they’re often invested in these elements… they’ve sunk prep time and thought into these things, they’re less likely to just accept “this necromancer guy just is never heard from again”.
A DM who is that invested in what he creates shouldn't be a DM. They're the kind that make a DMPC and ruin games. They're also pretty rare. Thankfully, most DMs are okay with the necromancer going the way of the dodo and disappearing. They've got infinite NPCs and don't need to keep one around when it doesn't make sense to.
I don’t think that makes the world feel any more or less living and breathing. It’s just as likely to make things feel like certain elements are going to just keep coming up.
It depends on the thing that is coming up. The war news will travel to the PCs. The necromancer won't unless the DM rolled "hunt down the PCs." He's going to be local to where he was and if the PCs never go back, they aren't going to hear about him.
No, it very much depends. If the DM is the one deciding the starting situation, the relevant factors, and the outcome of any player actions (or inaction) then wouldn’t you say railroading is much more likely?
No. Railroading comes from the personality of the DM, not the game played. Such a DM is as likely to railroad in D&D as any other RPG, and is also the type of person who demands the group play the board games he wants to play the way he wants to play them. It's not about the game. It's about the person.