Raven Crowking said:
As a related aside:
The creating of setting materials that might not see use in the game would seem to include non-linear dungeon layouts, such as those used in many older non-tournament modules, where the PCs wouldn't necessarily have to hit every room (or even every major encounter) in order to get to the "end". Opposed to this are the linear layouts of tournament modules, where every area had to reasonably be "hit" in order to score properly, and at least some of the early WotC modules, which have fairly linear maps.
(There is an excellent thread analyzing module maps around somewhere; I can try and find a link to it if need be. I believe that it was started by Mallus, but I could be wrong.....

)
Anyway, I am wondering how anti-worldbuilding people feel about non-linear maps. Should a map channel you to every possible major encounter?
RC
Heh, was on holidays and figured I'd pick this back up.
Non-linear maps are perfectly fine. The assumption with a non-linear map is that, while not ever area will be visited, there is a valid chance that any area could be visited. TheShaman's example of 20 different systems for Traveler is a good example of this. While I know nothing of the mechanics of space travel in Traveler, I'm assuming that there is a chance that the players can visit every detailed area that he has created.
That's not a problem. That's simply creating setting.
Now, if he goes ahead, creates all 20 of those worlds and then leads the players around by the nose so that they are forced to visit all 20 of those systems in order that he doesn't waste any of his work, that would be a bad thing.
A very good example of world building as I define it - extraneous information that is separate from the plot - can be found in the Savage Tide AP. Of the 12 adventures, only the first two take place in the city of Sasserine. While the PC's are in Sasserine, they will advance from 1st to 4th or 5th level before leaving. It is assumed that they will not be returning.
In the players guide, Dragon Magazine and in Dungeon Magazine, Sasserine is very finely detailed. A large amount of space is given over to the ruling families of Sasserine. However, that information will never have any impact within the context of the adventures. The PC's are only 5th level at most while in Sasserine. They simply will have no contact with the ruling powers in the city and the ruling powers in the city will have no real interest in them.
That, to me, is an example of the kind of world building, the "six pages of Elven Tea ceremonies" that I was talking about before. This information is completely extraneous. It serves no real purpose within the adventure. Instead of detailing several power families in Sasserine, we could have had extra adventures, or longer encounter descriptions, or whatever. Instead, we have backgrounds and histories of people who will almost certainly not feature in the adventure and will never really have a chance to feature.
The problem with world building is not that you are developing setting. Developing a rich setting is perfectly fine. The problem is when world building is done for its own benefit. When setting details are created distinct from the story or the adventures in which they appear, there is a problem.