milotha said:
Ah, this is exactly what I figured someone would say, and this takes me to several points regarding "low magic and "grim and gritty">
1) Whether its a module or a pre-inserted adventure encounter, the point is the same. You would never force certain death on the players. At first level the BBEG isn't just going to come out and kill the characters when they are travelling down the road on their first adventure. The GM has informed the players in some way that they are outmatched by the BBEG, thus they shouldn't face him. Or as you said "the players get lucky". PC choice or GM selected adventure amount to the same thing. It's scaling the adventure to meet the level of the party.
The adventure, yes, but not the world, as implied earlier.
2) You've indicated that you have entire encounters, NPCs and BBEGs fleshed out. Not an uncommon or bad thing. Some GMs have an entire world fleshed out with all the NPCs, monsters, BBEG etc statted out in advance, all of the cities designed out in advance. Everything planned out in the most minute detail in advance. ANd thus, everthing is set at a fixed level. This makes the world seem more "real" to them. It has been my experience that this is where GMs can get themselves into trouble. What happens when the players reach level X and everything in region Y is well below their levels. Suddenly the PCs, especially the mages, can wreck havoc on the region. If the BBEG isn't really a challenge anymore, the the PCs appear to be godlike and everything is too easy. I have seen more GMs nerf spells and abilities because of problems like this. They want everything fixed, but they don't want the power levels of the PCs to grow beyond the encounter. It's easier to add HP, increase BAB and decrease AC to the BBEG without anyone noticing, and it's harder to suddenly add anti-teleport and scrying defenses to an area. This completely predefined setting puts an artificial cap on the level the campaign can reach and still be coherent and challenging.
Oh, I agree that over-preperation (especially world-scaled preparation) is generally asking for trouble, and GMs that do it certainly might make mistakes to avoid re-working everything.
However, the opposite also also true: Many GMs know
exactly what rules/balance changes they are making and then design the world around the modified rules set. For instance, in the current "flagship" game right now, there are intended to be 3 primary antogonists within the city in which the PCs are currently located. One is going to be political in nature, another demonic, and the final a "false god" (essentially a psionic-leach that uses followers as sources of additional psychic power but requires those followers to believe -falsely- that he is of a divine nature) who will seem to be little more than the leader of a minor (but growing) cult that the PCs have very few dealings with (if any beyond the presence of the rumor mill). While I have the necessary mechanics (I know the races, classes, etc.), I still haven't written up two of them because I don't know where the PCs will be 3 "game months" from now when the urban-based events start to come to a head (that is, I know they'll be in the city because they're awaiting a celestial convergance of three stars and a comet, but I'm still considering the odds of leveling up before this occurs, item creation, tactics and resources (they're forming their own mercenary army, which could be small or large depending on their methodology in gathering would-be-soldiers to them, as they definately have the funding); the third they are about to start interacting with on a political level, and the chances of opting for assassination over debate in council is a very real possibility (LE PCs) and her ability to survive such an attempt needs to be determined now (and if I have to add a level or two for actual face-to-face confrontation later, I can do just that).
Assuming all three have remained "RP-based" antogonists prior to the convergence, it should be a hell of a night when control of the city goes up for grabs.
3) I've noticed that many of the GMs who are discussing wanting to play a "low magic grim and gritty" setting also stress a high degree of "realism" in their games. Many state that their are inconsistencies and way too oneupmanship associated with high/normal magic and they would rather do with out these problems. That there are too many world shaking consequences that they can't deal with. That's fine. I can completely understand it.
I wouldn't say "can't" deal with, as it implies inability (true in some cases, yes, but not all). Assuming you are including the "don't want to" croud (be it for flavor, preference, what ever), than you're close to on mark.
As for realism, I can say that I prefer "realism", but it should also be acknowledged that "reality" can never be accurately simulated via a game (well, give it 4 hundred years, AI, and holodecks, and we might be able to, but I'm obviously not worried about it in my life time). What most of us want is (A) more internal consistancy, (B) more "layers" of realism as opposed to a near-total absense of it, and (C) less comic-book/Xena/He-Man cheesiness (this last being something that the standard rules are more capable of emulating than LotR or The Black Company).
For example, I have little problem with PCs (and a few NPCs) being able to jump out of a 30' window without making a harsh splat even though the fall would kill most other people (should be hurt, yes, but not necessarily dead); What I have a problem with is a PC jumping out of a 100' window, hitting the ground, and getting back up and walking away without a single mark or ache to show for it. That's not heroic, it's just silly.
But what I really wonder is: are there two types of players and GMs
A) Those who stress realism, and want all the infinite consequences of all magic worked out and don't want things to change on the fly. If something is more realistic it is more fun, and inconsistencies bother them. - "low magic"
I'm definately of this camp. While I'm not particularly looking forward to WotC's new setting, I am curious to see it in order to determine if the setting actually tries to keep itself in check or if it's simply a world of contridictions and inconsistancies that are simply excused as being the result of "magic". What I suspect though is, "new world, more cheese".