By "internal consistency", you seem to mean something like "has a uniformity of trope and tone". Not a property of the fiction from the fiction's perspective, but of the fiction from an audience's perspective.I have run entire campaigns on no prep. I have strolled in with just a cursory glance at notes. And I have read and examined the notes carefully. The games, as a I said before, can produce great stories. They, as I said before, great fun. It's very freeing to not have to interweave everything. The games, as I have said before, are full of whimsy: astral sailing and fighting githyanki pirates one day, marrying a hill giant the next, and competing with hobbits in a sack race the third. Super fun for me to run. Those types of campaigns are super fun as a player too.
All that said, you are blind if you think those adventures have more internal consistency than ones that have been thoroughly prepped, written, and planned.
You also seem to be assuming that RPGing involves "an (or the) adventure".
The whole sense if get from your accounts of consistency in fiction and its relationship to play is of an early-to-mid 90s TSR setting and its associated modules.
I don't think that's common sense at all. I engage with a lot of people having to write things. (University students.) Many of them struggle to remain consistent across a 1500 word paper where they have a strong incentive -namely, the grade that will end up on their transcript of results - to do a good job. I don't have any reason to think they would do a better job across a more sprawling set of compositions where nothing more is at stake than the playing of a hobby game.I can agree, all those questions are valid. But they are all also irrelevant to my claim. The example wasn't extreme. I just gave a common example: One GM preps a lot and the other is all improv. Which one would have greater internal consistency over the course of a campaign? Common sense tells us the one who preps probably will.
I can give my experiences as a player (I am lucky - all the campaigns I have played in have been great!), and explain how the GM prep made the world feel real and succinct. I can give you my experiences of using my campaign setting has way more internal consistency than games where I GM in a generic fantasy world. But it really doesn't matter. Things like: cosmology, religion, species, food, geography, economy, etc. can all come into play when playing an RPG. Comparing a person who has spent time working the connecting threads out for those things or someone just making stuff up (or letting players make stuff up) is always going to lead to me thinking the former will have greater internal consistency.
It's not about having experienced it in the real world. For me, it's about the difference between contrived fiction, and what one encounters in the real world: which is the product not of rational authorship but of uncountably many decisions and causal influences, operating iteratively and reflexively, and involving multiple path dependencies.But internal consistency shows up during play; when the GM is describing a building or NPC or geographical location or meal or music or (fill in the blank). It appears when the player asks questions about those things too. All those things bleed into the tone, mood, and theme of the story being created. And for me, both as a player and GM, they matter.
You can definitely believe that. And if that is the case, then I guess nothing is really internally consistent unless you have experienced it in the real world. That's ok. It is a valid claim.
You mention buildings. I live in a suburb where the oldest buildings were built around about 170 years ago; where the biggest public building is a town hall built about 140 years ago; where there are apartment blocks whose construction finished last year; and nearly everything in between. What would count as consistency or inconsistency in describing a building? I mean, if a GM were to narrate a low rise art deco building where part of the brick exterior has been replaced by a concrete wall with a corrugated steel roller-door in it, would that be out of place? Probably not. if the GM were to narrate a stairway to nowhere in the public building, that would not be out of place at all, because I've seen that stairway! (Obviously it once went somewhere, but in 140 years a building can undergo a lot of internal change.)
Or music. The last time I was in East Africa, a friend was taking me through examples of popular music from different parts of Africa. They at least asserted to be able to tell (say) Nigerian from Congolese music. I don't know how well they would do in a blind test, but I know that based on what they played for me I would have no chance. My partner can often tell British from American hip hop by the sound, or by the first 30 seconds of a music video; I can't. But the "often" is deliberate - I've seen her be wrong. I can tell you, with confidence, that there is something distinctive about classic (mid-70s to mid-/late-80s Aussie rock - but I couldn't describe it accurately, and don't purport to be able to recognise even the most obscure example of it from, say, an opening guitar riff.
These things are so subtle, so intricate. The idea that a GM can write 200 pages of notes that convey a consistent, coherent culture isn't something I've ever encountered.
What I've experienced, when it comes to RPG settings, is 200 pages of tropes or motifs, that get deployed to convey some fictional fact like now you're in this place. A bit like how Chris Claremont conveys that Colossus is Russian by having him exclaim "Lenin's ghost!" or call his friend "tovarishch". Or how a certain sort of British drama will always film in the street where the mid-to-late 19th century terraces are still all there.
I find this a little condescending. I, and the other posters who you're engaging with, are not colleagues who have come to you for advice because we're puzzled about why our lessons - or gaming sessions - don't work out as we hoped.If you can't believe that a teacher that knows their curriculum and planned thoroughly doesn't have greater consistency in teaching, then the point is moot. It is the same with a GM. If you can't believe that a GM that has thought a lot, written a lot, and planned a lot for a setting isn't more consistent than someone making stuff up, then the point is moot.
Anyone can disbelieve something. It happens all the time. It is why I brought up the example earlier of the telling a teacher that their lesson will take two days, not one - and they refuse to believe it. And then, behold, it takes them two days, and they can't figure out why. Some people just can't see pacing. Just like some can't see consistency.

