Couple of points first.
Kask - I did take your original comments to me as questioning my experience gaming and trying to set yourself upon your own credentials. If I misread that, I appologize. I strongly dislike piddling contests in this manner, because they actually prove nothing. For the record, I started gaming in 1980.
Imaro - when I said 3-5 hours to develop an adventure, I didn't specify edition. My bad, I was thinking 3e. However, that being said, if you can develop an entire adventure - presuming something that will last, say, 2-4 sessions, in under 3-5 hours, including maps, and everything else, that's pretty damn quick. However, all that being said, when I go back and look at what you call world building, I'd pretty much do the same thing. So, you call that world building, I do not. Since you refuse to define what you mean by world building, we cannot really proceed.
Beginning of the End said:
He recommends thinking of prep in three tiers: The broad strokes, the details, and the development.
For example, if you're designing a village for sandbox play your broad prep might be the name of the village; a map; maybe some quick notes on the town's general history, purpose, location, etc. Your detailed prep might be a dozen or so NPCs and a few locations that the PCs are likely to interact with.
Then, at that point, you wait and see what happens when the PCs actually interact with the village. What inn do they decide to stay at? Which NPCs do they seem to really like interacting with? Those are the things that you should come back in and develop with even greater depth. Everything else (the locations and people they're less interested in) you can leave sketchy.
This sounds pretty much exactly what I'm talking about. The broad strokes, of course, have to be done. You have no choice there really, in most campaigns. Since you are advocating the deeper development following player interactions, I wouldn't call this world building at all - it's setting building. It is directly tied to the story that is developing within the group. For me, world building is when you, as Precocious Apprentice very excellently said, try to develop the campaign world separate from the characters in the campaign.
Lanefan said:
I design my worlds to support a campaign that'll run for 5-10 years, and then fully expect it to last at least that long. Which means, other than for one-off adventures, in 25 years of DMing I've designed 3 worlds*; they're listed in my sig. Given that, taking a year for the design process isn't such a big deal as the return-on-effort ratio is pretty good.
As a question Lanefan, do you think this would be good advice to give to DM's? To tell them that they should do this much work with the expectation that their campaigns will last for so long?
Yes, this works for you and that's great. But, I'm thinking you are very much an outlier here.
Kask said:
Right. Different groups game differently.
True, but, I'd be pretty surprised to learn that any group out there has actually done what you are suggesting. To walk into the session and abandon all ongoing campaign elements to do something that is a complete surprise to the DM? If this has ever happened, I'm going to file it under statistical anomoly and ignore it for this conversation. I really, really doubt that any DM has to deal with this on a regular basis.