GnomeWorks
Adventurer
There's no sin in admitting the setting has a purpose.
My setting existed for seven years before a single game was played in it.
It has no purpose other than to exist in my head. Is it useful for other things? Yes. But in the end, its purpose is to exist.
Cad is right about this because, despite a DM's best intentions, that 'as much as possible' ain't much. It's a difficult thing to do. Many, many, successful, well-regarded authors can't do what you're suggesting.
How do you know if they can or cannot? And how is this relevant?
So you think it's not possible... fine. I think it is.
In an ideal world, it rains candy. This is why examples drawn from ideal worlds lack utility.
I hope you don't ever have conversations about how you would like the world to be.
I said a setting's primary purpose is to house a D&D campaign ie, to facilitate the playing of a game.
Oh, please. You didn't say anything vaguely resembling "primary."
Cadfan said:Unless the orcs are genuinely necessary (in the philosophical sense of the term[that's a great band name, "Necessary Orcs"]) to the logic and realism of your setting, then you still picked arbitrarily amongst the many reasonable possibilities that would all have matched the logic and consistency of the setting.
Having necessary orcs would require a level of detail that, while ideal, is probably rather unrealistic.
Sufficient orcs, on the other hand... would most likely be sufficient.
Not only that, but why is it necessary that the encounter is selected by hand? Why is it inconceivable to think of a GM who constructs "random" encounter tables for a dungeon by consulting the region around where the dungeon is located, thereby determining (through math, not through arbitrary decision-making) what is reasonable to encounter in the dungeon?
The conditions for the process of filling a dungeon may have been arbitrary (ie, as part of world design, the GM determines that dungeons include creatures from X radius around its various entrances, which may or may not be a reasonable number). The point isn't that it's necessarily realistic, it's that it is internally consistent and not subject to the GM's whim once the decision is made. PCs can make decisions based off of this knowledge, and expect it to remain true.
You can't say, "its neutral that it takes them N rounds to get there because they are X meters from the room" because you are the one who put them X meters from the room, knowing full well that they would then take N rounds to arrive.
...unless the dungeon is the product of relatively random/procedural generation, at which point - no, I didn't put those orcs there, the world did.
There are no such thing as orcs. They have no objective distance away, nor any other objective characteristics.
Why is it so absurd to you to treat them as if they were objective?