Hussar
Legend
To highlight why this is bad, let's remove the fisking (and a couple of words so the sentences actually work together.
This is my original post:
This is my original post:
This is your answer.Absolutely there is.
The agenda is to present an interesting place for the players to adventure in. IOW, every town WILL have something going wrong. Every cave WILL have a monster in it. At no point will the party travel through peaceful areas with no conflicts. Because that would be boring. If the party wanders into that dungeon, there's going to be monsters in that dungeon. No dungeon is ever just a bunch of dusty, empty rooms with nothing in them.
It's all part and parcel of playing a game. Which has zero to do with creating a "living world". A sandbox without conflicts would be a boring thing indeed.
See how that suddenly doesn't make a whole lot of sense? It becomes mostly gibberish. And self contradictory as well. "Some caves are empty" but, "there are very few dungeons where I haven't encountered anything". And, that's even further contradicted because, "Anything worthy of the name dungeon has something of interest to the players in it". This is why fisking is bad.I'm living proof that there isn't. When I set up events, I don't have a desire for the players to interact or not interact. My "agenda" is only to present the world in a living, breathing manner. I often have towns where things are fine that the PCs travel through on the way to wherever they are going. Some caves are empty.
The games you describe are odd to me. A world where there's a monster or event around every corner and/or hiding behind every rock and tree is highly unrealistic and I would find such a game unfun. As would my players. But, that is mostly true. There have been very few dungeons where I haven't encountered anything, and those were all very small tombs and such. Anything worth the name dungeon has something of interest to the players in it. Setting up adventures isn't a part of a living, breathing world. Adventures are aimed at the players being present. Living, breathing events are independent of the players.
They just aren't going to be in every town, behind every tree and in every mud puddle. There will be towns where the PCs stop off to buy supplies, maybe blow off steam in the tavern. Nothing of adventuring note to be found.