Campbell
Relaxed Intensity
So, I do not believe that the depth of a setting in play is determined by the hours put into it up front. The settings I have experienced as having the most depth are ones we have developed through play in our games. Our Amsterdam Vampire Chronicle, the Final Fantasy 8 inspired game we're playing now (where there really wasn't up front lore), the Apocalypse Keys game I ran for 3 months that we were just starting to understand the depths of DIVISION.
Bringing it back to D&D the underlying depth of what we were building in the Chamberlain scenario we established on these boards felt like a rich tapestry to me.
When I have started with more up-front design or experienced games with more up-front design the settings really have not felt as real or vibrant.
I don't think either up front design or develop through play leads to more setting depth. I think how well you execute the designs do. What's important is approaching play and design with curiosity and not trying to force it to fit into the shape you initially saw.
Bringing it back to D&D the underlying depth of what we were building in the Chamberlain scenario we established on these boards felt like a rich tapestry to me.
When I have started with more up-front design or experienced games with more up-front design the settings really have not felt as real or vibrant.
I don't think either up front design or develop through play leads to more setting depth. I think how well you execute the designs do. What's important is approaching play and design with curiosity and not trying to force it to fit into the shape you initially saw.