These worldbuilding elements aid in the creation of a structured approach, but the manner in which competent dungeon masters still often resembles a pre-written module. Though working within a self-created world, the actual events tend towards predetermined structures and expected outcomes, because this is what the DM knows. Breaking free from this perspective is by no means simple; the rigidity of the module is reassuring, as having the players upon a guided path narrows the creative decisions they're likely to make. Though we become more invested in the outcome as we become competent, and more willing to afford players greater agency, we shouldn't be surprised to find we'll yet return, again and again, to the scaffolded narrative of a module.
This is a question of the trust we have in our abilities. Most competent DMs haven't yet learned how to think beyond surface definitions for the game's rules and setting, nor how to really understand why things function as they do — how, for example, a river affects regional alliances or how cultural tensions persist even without a clear, rational origin.
For a long time, we must give ourselves considerable allowances on this point. Wanting the world to feel more natural and open does not mean that we can snap our fingers and suddenly see past the surface definitions of things. Grasping why things function as they do takes time and insight. Trusting ourselves to choose the right encounter at the right moment, or to roll comfortably with the party's choices even when those create problems with regards to the campaign's flow, takes time. Building the ability to create organic, moment-to-moment responses and to trust our flexibility requires experience.
Continued on The Higher Path
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