hawkeyefan
Legend
Not at all, and, as I said, I largely do this -- various methods as appropriate to what I'm trying to elicit or works at that moment in that place with the story going on. What does make you seem crazy is siding with the posters claiming that dogmatic adherence to a single pacing mechanisms doesn't impact the world as played while advocating for not doing that because it works better for the world if you don't. That's what I don't get.
You don't get it because that's not what I've done.
But it is simplistic to view the game world (or its associated mechanics) as ending at the limit of what the PCs can see, which some here seem to be advocating.
Is it? I personally find the imagination far less limited than the mechanics of D&D.
I know that may seem like a flippant answer, but I don't mean it to be. What I mean is that for the purposes of the game, I need the mechanics when interacting with the players and their characters. But when I'm not interacting with them? When I'm just deciding on the fictional elements of the world? Why let mechanics dictate anything?
And when I say that, I don't mean to abandon consistency or logic. Those exist without the mechanics.
For example, if I decide to start randomly determining weather, and my PCs are trekking through a tropical jungle, and I roll a result of blizzard...what do I do? Let this result impact my worldbuilding and come up with some reason that blizzards can happen in this jungle? Or do I simply discard that result as nonsensical and roll again? Or, ideally, would my weather table be designed with the specifoc location in mimd in order to avoid a result that would conflict with the world I've built?
Perhaps. But immersion comes from believability which comes from realism where such is possible; and from consistency. The game mechanics in effect become part of the game-world realism and thus must be consistent...and that mechanical consistency then needs to extend beyond what the PCs are doing at the moment.
I think immersion can come from many different places, actually. I wouldn't dismiss realism, although I don't think it's always essential. Consistency I would agree with more strongly...but I don't think consistency depends on mechanics.
Which means that while the DM is free to simply narrate remote events (100 knights went up the pass, only 17 came back) rather than roll all the dice, that narration has to reflect something that the mechanics could reasonably produce had they in fact been used. (unknown to the locals as of yet, several dozen stone giants have just tunneled to the surface up there, along with assorted pets, and are claiming the territory for their own)
That's just it - the illusion is only ever as strong as the DM and players make it, thus if the game system is forcing the DM to weaken it that's not helping.![]()
How does the game system force the DM to do anything? Do you mean the need for encounters for PCs making the world a points of light setting only? I don't think that's the only way to make the mechanics and the world worl together, but if it is, then change one or the other.
The problem isn't "safe" areas, except as you say if said safe areas aren't really safe at all. The problem is "risky" areas (the road to Waterdeep being a fine example), where adventurers face threat and commoners by extension thus face certain death; meaning the encounter guidelines as written almost force a points-of-light type setting and thus absolutely affect worldbuilding in that they are dictating what type of world you can (wth any expectation of realism) build.
If the road is meant to be safe for commoners, then don't have threats for PCs.
Now if there was a great deal less difference in abilities between commoners and mid-level adventurers this wouldn't be an issue at all. But the greater that difference becomes, the more care has to be taken as to how all these threats to adventurers are going to affect the common world - if one cares about consistency, which I do.
If it's only one area and it's only met once (or it's only deadly once, for whatever reason), then fine.
But if it's a lot of areas (either by actual PC interaction or by tales and reputation), then simple extrapolation is going to very strongly suggest that those areas are now becoming representative of the game world as a whole, and bang goes your worldbuilding again.
Lan-"and if elite knights are dropping like flies, maybe the 3rd-level adventurers might want to look elsewhere for their fun"-efan
I can agree with your points here. I don't view them as nearly certain as you do...but I get your reasoning. I even said similar comments.