Maxperson
Morkus from Orkus
Look, I have a pretty good example of what I'm talking about. I am running an urban campaign soon. So, I went over to DM's Guild to find some good Thieves Guild material to help with prep. Best one I've found so far is Ebonclad. Looks great, right, a 200 (ish) page supplement on Thieves. Fantastic. Right up my alley.
Now, here's the writeup of the product:
So, of a 200 ish page book, 3/4 of it is "setting lore and history". THAT'S my beef. This is pretty much standard for most RPG books. It's actually pretty rare, outside of maybe specific modules, to find that ratio reversed or even close to even. Considering my group will be 9th level by the time I start this part of the campaign, that means that 90% of this book is useless to me before I even start. Whoopee, I might get some maps and some random street encounters. Nothing I can't get online already.
When people talk about "compromise", this is what I see. Virtually all the material that comes out is geared for the world builders, with drips and drops left over for those of us who aren't interested.
I opened two links to find the Ultimate Urban Fantasy. While it's modern and not traditional D&D, it doesn't seem to have an ounce of lore in it.
This book has everythign you need to take your D&D game to the modern era with new setting rules, backgrounds, race options, skills, and gear including:
18 New Background Options including rules on having and changing careers.
13 New Feats
New Racial Options for your all human games
Computers & Hacking: In depth rules for hackers in the modern world
Drugs & Addiction: Using and abusing drugs along with their cost, benefits, & drawbacks
Explosives & Crafting: Buying, making, & using explosives both military and improvised.
Guns & Modern Melee: Everything from pistols and shotguns to pepper spray and tazers
Vehicles: Stats for basic vehicles as well as rules for high speed chases and stunts.
Running games in a modern setting
Working around cellphones and other shortcuts
Keeping magic secret
Making a fantasy underworld
Intrepid Investigators: A pre-made modern fantasy setting
11 Urban NPCs: Including beat cops, mobster thugs, private eyes, club owners and more.
8 Urban Monsters: Including city gremlins, sewer lurkers, rabid wererats and more
And...
Urban Encounters: Shops and Houses
This book contains 97 pages of original encounters and mini-dungeons set within shops and houses of all sorts. The settings within these pages will take you from the terrifying Vampire's Manse to the fully automated Home of the Future, all the way back around to the vicious Gambling Den and a maddening, saddening Possessed Orphanage. Each entry in the book outlines a building with between 4 and 24 rooms, with each room furthering a self-contained story that will play out as adventurers explore and interact with the denizens within. Every house and shop also includes a map and a set of rumors to help lead the party to the adventure.
This book is a perfect way to fill out a D&D session, adding a bit of extra adventure when needed. If your table loves to open every door, barter with every shopkeep and take shelter in every rural barn, these encounters will add a little bit of excitement to their exploration. The adventures within can also easily be used as a jumping off point for adventure, with open-ended story hooks that can easily extend to full-length campaigns as you follow up on the threads generated within each encounter. With 32 original full length encounters, there's something for every table and every level.
So it would seem that it's pretty easy to find crunch without much in the way of lore if you want to look for it.