Ovinomancer
No flips for you!
I agree with you that it's easy to make the world work how I'd like it to; mechanics can assist with that, and I do think that they can hinder it as well, but I think that's far less often.
My point, however, is that world-building is largely an exercise of the imagination. It has nothing to do with D&D the game. I believe that [MENTION=22779]Hussar[/MENTION]'s comment about D&D not being a good world-building game, he was talking about the mechanics of the game versus verisimilitude. Everything you and I are discussing is pretty separate from the mechanics. So when someone says "D&D is a good world-building game" it seems they actually must be talking about the mechanics of the game, or else perhaps they meant to say "I use my imagination to build worlds for my D&D game".
If it's not mechanics that are being discussed, then what does "D&D is a good world-building game" even mean? What makes D&D a good world-building game?
Because, as any discussion on HP and what they represent will show, the D&D mechanics and how they interact with the game world is anything but "trivially solved", at least in a general consensus manner. Everyone has their own take on how the mechanics of the game interact with the fiction of the world.
Ultimately, I don't think that Hussar's point was nearly as contentious as many have taken it....he's saying that using D&D mechanics to world build is probably not the best idea; that there are other game systems more suited to that endeavor. Which makes sense to me, and which I would not expect would be a stance that many would choose to challenge. Although there are some folks I've chatted with here on the boards that think that the D&D world revolves around the game mechanics...but I think they're the minority.
For starters, no one has said D&D is a good world-building game. No matter how I parse that, even. What's been said is that D&D includes worldbuilding. While, yes, there are no mechanics for worldbuilding, the rules of the game actually do assume that there's been some form of worldbuilding done already. Heck, for the Cleric class to exist you have to define how gods work in your game, even if it's to say there are no gods and clerics just get power from the world gestalt. So, no, I don't agree with the idea that D&D exists only as a set of game rules that has no connection to worldbuilding. It's intimately tied throughout.
Now, what I do think is happening is that the default worldbuilding provided with the core set, as outlined in the DMG Part 1 under base assumptions of the game (that you can change). They've been there so long and are so closely knit with the rules that we overlook that worldbuilding occurred and is required to actually make those rules work. You don't personally have to do the worldbuilding to have worldbuilding involved.
And, as for [MENTION=22779]Hussar[/MENTION]'s point, you may be correct as to his point, but he certainly kicked off the ball in the wrong direction with the constant insistence that D&D doesn't incorporate worldbuilding; that is just weird.