LuYangShih said:My question is, why? Why is it that no matter how great the quest, how noble the deeds, or how impressive the party may become, DMs will not let you change the campaign world in any meaningful way?
Because it's a lot of work for a GM to start figuring out what's going to happen to his $40 setting book when the characters bust a cap in Elminster's behind. It is far easier for a GM to simply say, "No, that plan is crazy and will blow the living snot out of this campaign" than to figure out the logical consequences of changing a linchpin of any given campaign setting.
One of the things I've seen in my experience as a GM, player, and writer of game-type stuff, is that the more time it takes to prep an adventure, the less likely a DM is to be willing to deviate from the course of that adventure to accomodate wacky PC actions. This theory holds true for for campaign settings, where a single evening of play can wreck weeks, even months, of prep time.
For the players, changing the world is exciting and adventurous activity. For the DM, it often means scrapping a lot of existing work, even to the point of nearly starting over. While good GMs are very adept at reusing their content to adapt to changes in their worlds, a lot of GMs are simply overwhelmed by the idea of such radical changes to their campaign.
I'm not saying it's a good thing, but it's a true thing, in my experience.
Sam