Imaro
Legend
I am certainly not ignoring the inside out method. You definition is pretty consistent with the definition of worldbuilding in the 3.5 DMG. There definitely has been an attempt to redefine and reclassify things to create distinction, and yes, the distinction does exist. That is the point, and is not at all a bad thing. It is the act of knowledge creation. Adding definition to our knowledge base.
Thank you, I felt the same way... but there apparently was a disconnect with Hussar and rounser when it came to how I was defining worldbuilding, when in fact I felt it was they who reclassified and renamed things... yet have not, IMO, clearly and concisely stated the distinction that has been created in their new definitions and word use. I don't know if I agree with you that this distinction exists in the way you all are presenting it (as seperate from worldbuilding) or that it is necessarily "Adding definition to our knowledge base." so much as creating a distinction I believe is minimal at best and boils down to methodology (as another subset of inside-out, outside-in, etc.) worldbuilding at best. YMMV of course.
In my definition, it is not what they interact with, it is that the creation is directed AT the PCs. To directly create the story of the PCs. In this case, setting creation would be completely contrary to the conventional idea of what is a sandbox, as sandbox play requires a series of assumptions that are contrary to structuring play solely directed at the PCs.
The point is that in sandbox play, the DM decides what is there, and creates excess so that the players "have a choice". The thing is, the choice is still limited to a list of what the DM decides to give them. This is worldbuilding. With the style of play consistent with my definition of setting creation, the players and DM together decide the goals and theme of the game, create characters that will allow them to explore these goals and themes, and then the DM gives them a plot that allows the characters to make choices that explore the theme. The world in a setting oriented game is emergent from both the players and the DM. This is drastically different than traditional worldbuilding, especially sandbox play.
First let me say thank you for defining what it is you mean with "setting" creation. Second this still IMO, isn't a good way to have new or casual DM's go into creating their first campaign.
First it assumes that PC's actually exist before gameplay begins... yet conventional (and IMO correct) wisdom says create your characters and run the first adventure on the same day so as not to loose momentum. Thus many casual or new DM's may be forced to create with no prior knowledge of who, or what the PC's in their game will be, what the themes are or many other things.
IMO, rather than try to improv 100% after character creation or stop the game (perhaps not even getting to play) until everyone as a group has hashed out theme, goals, etc. A new or casual DM is much better served by creating in general terms what is mostly likely needed for the world to facilitate gameplay. Also this assumes a new player is even concerned or interested in constructing these things when they've just started playing. IMO, themes goals etc. can evolve naturally through play but I don't think it's a good idea to have players who are new or casual building themes and goals, before ever touching a die.
Let us say that a "home base" has been designed. The "home base" is setting creation if it is created with the PCs story in mind. It will be restricted to addressing theme, plot, goals of play, or characterization, and details will be added to facilitate this. If it is created because we think that we need a "home base", but not for reasons of plot, goals of play, theme, or for characterization, it is not setting creation, even if the characters interact with it. If the characters never interact with it, this "home base" by definition never addresses the concerns of setting, so it has to be world building. Campaigns with themes, goals, plots, or characters that do not need a "home base" only have it as a consequence of worldbuilding. The setting doesn't require it.
So you're telling me the best way for a new or casual DM to get a game going is to have everyone come over to play D&D and then spend hours creating characters, discussing theme, figuring out goals and then giving the DM some time to sketch out what is necessary and design an adventure... I don't see it. Getting new and casual players to actually play is what is mosyt important, IMO, and this is best done by already having things in place for them to interact with. Again this is about new and/or casual DM's not experienced or invested players.
For world building, the inside out method is by far the best one for a casual gamer. The thing is, advice on what elements to include in prep does not really require all that worldbuilding implies. Concentrate on what will create good adventures. These are what make up a campaign. Good campaigns are a string of good adventures, especially when they link well. Adventures are necessary for a campaign. Worldbuilding, even the inside out method, is not necessary for a good campaign.
I think perhaps you are confused about what the inside-out method has you detail in worldbuilding. It exspressly advises you to create only what is necessary for play. You seem to be hung up on the fact that it tells you to guesstimate what may be necessary for play as opposed to sitting down for hours with new players to construct only what is necessary... I don't see your method as well suited to new or casual players.
Even though you, Hussar and rounser claim worldbuilding isn't necessary for a "good" campaign I think you're wrong. Firsyt a "good" campaign is a purely subjective thing and while adventures are definitely necessary to have a campaign period... adventures, even "good" ones (however we choose to judge them) will not create a "good" campaign for a player who wants to explore a world as opposed to go on adventure after adventure. That's one of the problems with the tenor of this whole thread, there are many posters using words like "good" with thier own oppinions on what "good" is stated asfact... you don't know what makes a "good" campaign for everyone and it is likely for many an interesting and intriguing world can make an average campaign a "good" one.
Obviously most games fall somewhere between pure worldbuiding and pure setting creation. This is fine. I am just trying to clarify what is setting and what is world. When this is clarified, then we can say "Create adventures. Concentrate on setting. Any world building you do is extra."
And even though I don't agree that your method is better for new or casual DM's (or even that a distinction between setting and worldbuilding is in any way necessary) I do thank you and appreciate the fact that you have taken the time to clarify your position.
There are elements of world building that are high yield for someone that only wants to create setting. These are typically very drag-and-drop in nature, and many take advantage of reskinning. Strangely enough, language creation is likely very high yield for those that have both the time and the talent. It will create a level of immersion that is pretty unparalelled, and give a fantastic illusion that the world exists outside the PCs, even if none of it does. Game mechanics are another way to reinforce both the illusion of the world as well as the theme of a game. Reskinning classes/races will add a lot to the theme of a campaign without creating a lot of stuff that won't be used.
Hey you'll get no disagreement from me, but then I don't think worldbuilding is a waste of time anymore than I think creating terrain, making props, using voices at the table, or vivid descriptions is a waste of time... IMO, they all add something to the game, now whether each of these suits your particular style as a DM or not is for each to decide on his own.