Hjorimir
Adventurer
When a DM creates a campaign setting (i.e. a hombrew) one of the most important tasks is determining exactly what creatures are around, where they are, and how many of them there are. One of the things that bothers me about this as a DM (and as a player, actually) is how monsters seem to conveniently fade into and out of existence based on their relative power to the player character group. Where were those dragons when the PCs were 1st level? Where are all of those goblins now that the PCs are 15th?
I don’t know about the rest of you, but it has been my experience that the PCs almost never run from an encounter because it has been ingrained into their heads that encounters have been designed to be relative to their own power. Am I the only one that sees this as a problem? Where is the drama or mystery in such an environment? Does this smack of DM fiat?
As I try to continuously improve my skills as a DM and elevate my enjoyment of the hobby, one of my primary goals is to enrich the role-playing environment and breathe enough life into the campaign world so as to foster verisimilitude. While I recognize that a great many of you just want to play a game of mazes and monsters (and really there is nothing wrong with that – play what is fun) a game that caters to the level of the PCs feels overly contrived and, therefore, lacking a sense of immersion.
The heroes of many fantasies (be it book or movie) are often running for their lives and usually don’t go out of their way to fight monstrous beasts. Yet D&D (as written) seems to promote the idea of kicking in doors and killing everything that moves (to be quickly followed by some glorious looting of dead bodies and a little healing). That is because they live in a world that is bigger than they are. They have to consider these things if they hope to survive. PCs, on the other hand, tend to just go for the throat (not always, but enough to be predictable).
So I ask, do any of you consider these things when crafting your worlds? Are you willing to deep-fry some PCs who think they are the de facto heroes and granted a certain layer of immunity?
I don’t know about the rest of you, but it has been my experience that the PCs almost never run from an encounter because it has been ingrained into their heads that encounters have been designed to be relative to their own power. Am I the only one that sees this as a problem? Where is the drama or mystery in such an environment? Does this smack of DM fiat?
As I try to continuously improve my skills as a DM and elevate my enjoyment of the hobby, one of my primary goals is to enrich the role-playing environment and breathe enough life into the campaign world so as to foster verisimilitude. While I recognize that a great many of you just want to play a game of mazes and monsters (and really there is nothing wrong with that – play what is fun) a game that caters to the level of the PCs feels overly contrived and, therefore, lacking a sense of immersion.
The heroes of many fantasies (be it book or movie) are often running for their lives and usually don’t go out of their way to fight monstrous beasts. Yet D&D (as written) seems to promote the idea of kicking in doors and killing everything that moves (to be quickly followed by some glorious looting of dead bodies and a little healing). That is because they live in a world that is bigger than they are. They have to consider these things if they hope to survive. PCs, on the other hand, tend to just go for the throat (not always, but enough to be predictable).
So I ask, do any of you consider these things when crafting your worlds? Are you willing to deep-fry some PCs who think they are the de facto heroes and granted a certain layer of immunity?