Thasmodious
First Post
If I haven't placed a marauding Dragon in my setting my PC's are welcome to go look for one but they won't find it. Freedom doesn't mean having everything you want given to you it's making choices from your options that have meaning and consequences in the game. Perhaps if I roll a dragon on the wandering monsters chart, then one is sighted and appears but if not oh, well people spent their lives searchingfor the fountain of youth and never found it...doesn't mean the journey won't be interesting.
All I'm saying is that my players have enjoyed the feeling of having to run from an enemy, only to return for that enemy when they've gained in power and pay him back. If I adjust the challenges this is way less likely to happen, and this is just one example of why I like to set the levels at different points and keep them there... besides after 20/30 levels of always running into something we can clober well it starts to feel contrived.
We both like freedom, we both tend to run sandbox games. I have a tough time believing we are as far apart in philosophies as you seem to want to paint us. Perhaps a couple of questions could clear this up.
1. Do the choices your players make as to class ever inform the campaign setting? Examples - someone plays a cleric of Kord, yet you have not already written a temple of Kord into any of the places you've detailed and you haven't really thought how that particular deity plays into the local religious social network. Do you do so now, in response to the player's choice? Do you disallow a cleric of Kord? Do you let him do it, but without any support from the setting? Example 2 - a player plays a paladin - even though you hadn't thought about it before and hadn't decided an adventure site had one, do you consider adding a Holy Avenger somewhere in the setting for the PC to possibly acquire or at least quest for someday? Or would such an item just not be possible? Or would it only come up in a purely random roll?
2. Do the backgrounds of the PCs inform the setting at all? Do you create unique NPCs, friends, family members, contacts, enemies, that suite the backgrounds of the PCs and help forge connections to the settings?
3. Lastly, you never really did answer my question. Why is the level specific details of a group that monsters that have a lot of range built into the system need to be set in stone ahead of time? Wouldn't it be better to leave a little variation in many sites in the game world to adjust mechanically as needed for the fun/challenge of the game. I'm not saying everything is exactly even level (thats not what level-appropriate means anyway) with the PCs, but that some places in the setting have wiggle room in offering a challenge to the PCs depending on their capabilities when they encounter the locale.
Raven Crowking, I'd love to see your thoughts on this, too. I've enjoyed reading this discussion, and participating in it the last few pages. It is interesting as one who runs sandbox games to find you two coming as more rigid with the concept than I would have thought for a style that emphasizes freedom. Which is why I am wondering if we aren't just beating around the same bush.