It hasn't helped that people have continually ignored the fact that I am NOT saying that world building=bad.
That is because, quite frequently, your actual statements contradict your denial that this is what you are saying.
Some time ago I got tied into a rather lengthy thread about world building and whether it was a good or bad thing.
I remember that thread well. It started off by describing world building in extremely negative terms, and ended up with a disclaimer that you were not trying to say that world building was bad, followed by the distinction (made by others) that apparently you were trying to say that bad world building was bad, and that the term "world building" should only apply if the activity is bad.
That thread's been linked earlier in this thread if you really want to read it.
I would recommend reading it, if only for perspective on the rationality of the arguments presented therein.
One of the points that I tried to get across is that world building and setting construction are not synonymous.
It is acceptable to say that "setting construction" is a subset of world building, if one can accurately define some aspect of the world that is not setting, and some aspect of construction that is not building.
AFAICT, no one has ever performed world building in relation to a role-playing game with the express intent that the material
not be used. I therefore posit that what you term "world building" (as opposed to "setting construction") is, in fact, an empty set.
Setting at its most basic, is defined as where the plot occurs.
Not so. Setting, at its most basic, is defined as location. In its interelationship with plot, setting includes not only where the action occurs, but also the context in which the action occurs.
Setting, by definition is absolutely intertwined with plot.
Again, not so. One can quite easily have a setting ("railroad station", say) without any plot at all. Moreover, the action need not have a predetermined plot.
The term "plot" has more than one definiton, which you seem unable to avoid conflating. In the context of this discussion, the relevant definitions are
- plan secretly, usually something illegal; "They plotted the overthrow of the government"
- the story that is told in a novel or play or movie etc.; "the characters were well drawn but the plot was banal"
- devise the sequence of events in (a literary work or a play, movie, or ballet); "the writer is plotting a new novel"
When one refers to an "NPC plot", they are referring to the first item on the list. The second items are intertwined; the third is the verb which leads to the second. Many, many people believe that a role-playing game does not need -- indeed, is better without -- a pre-devised storyline.
The difference is twofold.
(1) Writers plot out stories because the characters are unable to take independent action. The plot is
what will happen. The more tightly the GM writes out a story, therefore, the more severely constrained the actions of the player characters within the game world will be.
(2) Many players believe that the story is what occurs
as the result of game events. Until those events have unfolded, the story itself is unknown. It is the interaction of player choices and the world (including NPCs) devised as the setting that create the "plot". The game, simply put, is not pre-plotted.
World building, on the other hand, is not required by a text. Waiting for Godot has a featureless plain and a bench for the entire setting. I don't think anyone would call that world building.
You would be wrong.
There is a
reason that Waiting for Godot uses such a stark setting. Devising that setting is devising the context of the play, and adds strongly to the thematic elements.
Choosing what not to include is as important as -- in many cases, more important than -- choosing what to include when world building.
So, in my mind, there is a distinction between setting and world building. World building is defined as an attempt, in as much detail as possible, to create a complete fictional world. It is not tied to plot. It is an activity unto itself.
Again, you merely demonstrate that you do not understand the terms you are using, either in relation to literature or gaming. And, again, if you look at your next paragraph, below,
Now, bring that back to RPG's and suddenly all the world building advice you get in most RPG books takes on a different cast. If world building is an activity unto itself, is it particularly necessary to create a good campaign? In my view, no it is not.
one can easily see that you are re-defining terms so as to create an empty set. There is no "world building advice you get in most RPG books" that suggests the creation of material with the goal that it not be used. As you define world building, your query
If world building is an activity unto itself, is it particularly necessary to create a good campaign?
can be seen as essentially meaningless.
IOW, you are asking "Is the creation of materials that you do not intend to use particularly necessary to create a good campaign?" Not only is this not particularly necessary in your view, it is not particularly helpful on the basis of the definitions used.
You then to on to say
Not that it can't be. Please, please don't think that I'm claiming that you can't do it that way. Obviously that's not true. One only has to look at Greyhawk, Forgotten Realms or any other published setting and numerous fan based ones as well to know that you most certainly can.
But, I do think there is another approach.
but the approach of "Greyhawk, Forgotten Realms or any other published setting and numerous fan based ones as well" are
all AFAICT based upon the idea that the material will be used. IOW, none of these products fall within the empty set you have created, and therefore you cannot rationally contrast "another approach" with them as though they were part of that empty set.
Also, while you say
So, there, enough of that. Let's get to the meat of things. The pros and cons of this approach.
you haven't actually bothered to define the approach you are looking at. From what I can glean from your Pros and Cons, you are advocating the world building approach described in great detail in the 2e book,
Campaign Sourcebook and Catacomb Guide. You can find it here: [ame=http://www.amazon.com/Campaign-Sourcebook-Catacomb-Supplement-Advanced/dp/088038817X]Amazon.com: Campaign Sourcebook and Catacomb Guide/Dungeon Master's Guide/Rules Supplement/ (Advanced Dungeons and Dragons): Paul Jaquays, William W. Conners: Books[/ame] .
One notes that this is far from the antithesis of published advice that you seem to think it is.
RC