Li Shenron
Legend
Count me in on the "it's a great idea!" wagon.
Why?
Because a setting should provide a sahred experience in terms of stories, characters, locations, monsters, magic items and artifacts and so on...
It doesn't matter what ruleset you use, imagine meeting someone new and finding out they play D&D too. On one hand you may find that both you and them played the same edition, and can share experiences on the rules. On the other hand you may discovered you played in the same settings or even the same adventure, and then you'll be talking about stuff like "how did you kill that huge dragon?" or "did you find the secret door to the uber treasure?" or "did you dare to trigger the cursed item to gain more power?".
Also, there is a widespread belief that the rules and character materials are haaard to design so it should be left to the designers (yeah, but then the majority of gaming groups have house rules), while the fluff is eaaasy to make and we don't want to pay for that. I believe this is so untrue... If you want "perfect balance" then maybe you should leave rules to the designers (then again... those who want "perfect balance" always complain that the same designers aren't good enough but they can "fix it" with their own house rules), but otherwise it's actually easier to come up with custom feats and spells than it is to actually write a damn good story or character. Most of the house fluff is IMHO plain unimaginative, so for me it's best to let the fluff in the hands of good writers. But then if it's really good, why restricted it to an edition-specific book?
Why?
Because a setting should provide a sahred experience in terms of stories, characters, locations, monsters, magic items and artifacts and so on...
It doesn't matter what ruleset you use, imagine meeting someone new and finding out they play D&D too. On one hand you may find that both you and them played the same edition, and can share experiences on the rules. On the other hand you may discovered you played in the same settings or even the same adventure, and then you'll be talking about stuff like "how did you kill that huge dragon?" or "did you find the secret door to the uber treasure?" or "did you dare to trigger the cursed item to gain more power?".
Also, there is a widespread belief that the rules and character materials are haaard to design so it should be left to the designers (yeah, but then the majority of gaming groups have house rules), while the fluff is eaaasy to make and we don't want to pay for that. I believe this is so untrue... If you want "perfect balance" then maybe you should leave rules to the designers (then again... those who want "perfect balance" always complain that the same designers aren't good enough but they can "fix it" with their own house rules), but otherwise it's actually easier to come up with custom feats and spells than it is to actually write a damn good story or character. Most of the house fluff is IMHO plain unimaginative, so for me it's best to let the fluff in the hands of good writers. But then if it's really good, why restricted it to an edition-specific book?