First and foremost, I do not mean "realism" as "realistic". Of course D&D, in its many incarnations, is a fantasy game and not at all realistic. Rather, I mean "real like", specifically as it relates to the world in which the characters, NPCs, monsters and societies operate, with special attention paid to basic physics, (near)human behavior and the forces that move societies and histories.
This kind of realism has great value in a D&D campaign of any edition, and many more fantasy role playing games besides. While there are many nuanced reasons, they can all be summed up as simply as this: the Players are able to engage the game more effectively.
Of course, the rules of the game will also inform how the players engage the game, and the particulars of any given setting, milieu and/or genre will do likewise. Nonetheless, an assumed baseline of "real like" enables, even empowers, the players as they engage the game. Players in a "real like" campaign will feel on surer footing than those not so fortunate. They will feel more confident in their own -- as opposed to their characters' -- abilities to assess and respond to the situations presented to them. Most importantly, perhaps, they will be more easily immersed in the setting and events of the game, as they are allowed the luxury of "filling in the blanks" in their own minds without so much fear of ebing caught off guard or proven wrong.
The first element of "real like" to discuss is physics, the very rules by which the universe and its inhabitants, player characters included, are bound. Hewing close to the rules of our own universe benefits both the players and the DM by giving everyone a common standard through which to interpret and interact with the world. If gravity works and fire burns as it does in our world, there will be less unspoken confusion. Architecture and manufacturing and agriculture and travel can all be assumed to fit with what is known (lack of or wrong knowledge notwithstanding). Less time needs be spent on explaining the base details of the setting and more time can be spent on exploring the world and finding out what *doesn't* fit.
This leads to the next point -- maintaing a close relationship with the "real" makes the magical more, well, magical. If players can safely assume that pigs do not fly, then the flying pig is something behold (and perhaps fear). Likewise with magic in all its forms, from grand sorcerers to terrifying dragons to ancient structures that should not stand. "Real like" paves the way for the fantastic and highlights those elemtns of the setting and game that make it a fantasy role playing game.
As with physics, the "softer sciences" should also embrace the "real like" as well: social structures, economics, psychology, history. The reason are the same, as well: players will be able to more effectively interact, make more informed decisions, and ultimately more easily immerse themselves in the game because they feel comfortable in their own assumptions. No DM, however skilled and/or detail oriented, can hope to create, and then impart, every aspect of his world to the players. He has to be able to trust that they will understand his world. The reverse is true as well: the players must trust that the DM will provide them with whatever important information their characters would reasonably know or sense. A "real like" setting makes these both much easier for each party in question.
Beyond the players, the DM benefits from a "real like" game environment at a different level. Not only can the DM, like the players, assess and interpret the setting more easily, the DM can also use sources outside the game itself for inspiration, from newspaper clipping to history texts to scientific research papers. There is a near infinite storehouse of human experience and knowledge at the fingertips of any DM with an internet connect, but the farther the DM's world or the game retreats from the "real like" the more of that information becomes unusuable.
It is important to note, however, that embracing the "real like" does put an onus on the DM to impart those aspects of the world that are not "real like" -- not any particular specific event (these can be imparted as the PCs discover them) but rather the rules by which the world operates. If elven paper doesn't burn or dwarven citadels defy the laws of architecture or the Free Kingdoms operate as a modern democratic republic but are otherwise feudal, this information needs to be given to the players as soon as it is relevant, if not before. As a fantasy, D&D will inherently encompass elements that are not "real like" and some of those elements will be ubiquitous. It is those that the players must be shown and very likely occassionally reminded of.
This kind of realism has great value in a D&D campaign of any edition, and many more fantasy role playing games besides. While there are many nuanced reasons, they can all be summed up as simply as this: the Players are able to engage the game more effectively.
Of course, the rules of the game will also inform how the players engage the game, and the particulars of any given setting, milieu and/or genre will do likewise. Nonetheless, an assumed baseline of "real like" enables, even empowers, the players as they engage the game. Players in a "real like" campaign will feel on surer footing than those not so fortunate. They will feel more confident in their own -- as opposed to their characters' -- abilities to assess and respond to the situations presented to them. Most importantly, perhaps, they will be more easily immersed in the setting and events of the game, as they are allowed the luxury of "filling in the blanks" in their own minds without so much fear of ebing caught off guard or proven wrong.
The first element of "real like" to discuss is physics, the very rules by which the universe and its inhabitants, player characters included, are bound. Hewing close to the rules of our own universe benefits both the players and the DM by giving everyone a common standard through which to interpret and interact with the world. If gravity works and fire burns as it does in our world, there will be less unspoken confusion. Architecture and manufacturing and agriculture and travel can all be assumed to fit with what is known (lack of or wrong knowledge notwithstanding). Less time needs be spent on explaining the base details of the setting and more time can be spent on exploring the world and finding out what *doesn't* fit.
This leads to the next point -- maintaing a close relationship with the "real" makes the magical more, well, magical. If players can safely assume that pigs do not fly, then the flying pig is something behold (and perhaps fear). Likewise with magic in all its forms, from grand sorcerers to terrifying dragons to ancient structures that should not stand. "Real like" paves the way for the fantastic and highlights those elemtns of the setting and game that make it a fantasy role playing game.
As with physics, the "softer sciences" should also embrace the "real like" as well: social structures, economics, psychology, history. The reason are the same, as well: players will be able to more effectively interact, make more informed decisions, and ultimately more easily immerse themselves in the game because they feel comfortable in their own assumptions. No DM, however skilled and/or detail oriented, can hope to create, and then impart, every aspect of his world to the players. He has to be able to trust that they will understand his world. The reverse is true as well: the players must trust that the DM will provide them with whatever important information their characters would reasonably know or sense. A "real like" setting makes these both much easier for each party in question.
Beyond the players, the DM benefits from a "real like" game environment at a different level. Not only can the DM, like the players, assess and interpret the setting more easily, the DM can also use sources outside the game itself for inspiration, from newspaper clipping to history texts to scientific research papers. There is a near infinite storehouse of human experience and knowledge at the fingertips of any DM with an internet connect, but the farther the DM's world or the game retreats from the "real like" the more of that information becomes unusuable.
It is important to note, however, that embracing the "real like" does put an onus on the DM to impart those aspects of the world that are not "real like" -- not any particular specific event (these can be imparted as the PCs discover them) but rather the rules by which the world operates. If elven paper doesn't burn or dwarven citadels defy the laws of architecture or the Free Kingdoms operate as a modern democratic republic but are otherwise feudal, this information needs to be given to the players as soon as it is relevant, if not before. As a fantasy, D&D will inherently encompass elements that are not "real like" and some of those elements will be ubiquitous. It is those that the players must be shown and very likely occassionally reminded of.