IME, after just an hour of game the players are still trying to get to know each other and figure out why they're hanging out together. The depth of the setting rarely matters at this point.
The depth of the setting matters, in my experience, after that. When the players really begin exploring.
Well in my case, the players all know each other already, so that's not an issue.
If you mean the characters, that's usually something we've established during character creation. We always do that as a group, regardless of game.
I've never experienced that at all, except in cases where (A) the setting is a commercial one (the Realms, or the World of Darkness) and (B) the GM expects the players to know it all from the beginning rather than uncover it during play.
I've been both GM and player in cases where this happened. I had prepped a frankly ridiculous amount of material to start a campaign and I expected it to work very well and it was for my longtime group and I talked it out with everyone ahead of time (individually, mostly... we didn't have like a forma session zero) and yet once we began playing, one player just couldn't get interested in what I'd prepared.
As a player, a buddy wanted to run Starfinder. I was a bit leery as Pathfinder had word thin on me by now, and Starfinder seemed, if anything, even more crunchy. But I had fun with it because I had a fun character concept and so did the other player characters. In fact, our interest in the characters totally shadowed any possible interest we had in the AP that was being run. We wanted nothing to do with the mission across the galaxy to find relics.
That depends on what is defined as "the good stuff."
Sure, I didn't define it because it will be different for every game and group.
Of course, then there's a potential for a mismatch in player interests. Like, in my group, we have a couple of players who really like anthros and I... don't.
I do agree that having players work with the DM to make the world is great--but have to note that not every player wants to be involved in worldbuilding. Some find it boring. Some players have lots of time to invest in it, and others don't, leaving those players feel left out.
I'm not talking about assigning homework. I'm talking about working together before play begins. Like one session, maybe? A half session may do. Depends on how long a group typically plays.
Yes. Why focus on on the potential negative?
I was talking about a potential problem due to the mismatch in setting investment between the GM and the players. So that's what I'm going to talk about.
To say "Well what if the conditions were such that such a mismatch wasn't a concern?" just avoids the topic. Ideally, conditions would be such that it wouldn't be a concern. You know how that's most likely? To be aware of the concern!
I think you may have a very different definition of "deep." The Realms may be a mash of genre and tropes but there is a lot of world info and lore.
That's possible. I don't think the volume of material is what makes a setting deep. The Forgotten Realms is pretty absurd... and I don't just mean because of dragons and goblins and such.
In the case of BitD, that has a very distinct world and purpose to the game (play as member of the criminal underbelly). So for that, it really wanted to focus the game on what it's intended for. And AW was literally the first game of its kind and thus was trying to differentiate it from the other games.
I don't really think it's a whole lot more focused than D&D. I mean, "criminals" is a pretty broad descriptor. So is "adventurer".
But either way... these are the examples I can think of off the top of my head. I'm sure there are others out there.
We're talking about sandboxes, not railroads. And that's on that particular GM, not the game or type of game.
Right but you asked me what sort of games I might play where random is the same as plotted, so I provided an example.
I don't think preparation is going to prevent railroading. Quite the opposite, really... though I don't think it's a certainty or anything like that.
But I think there's an inherent tension between large amounts of preparation by the GM and player-driven play. It's kind of definitional, isn't it? It's not insurmountable, but it exists and I think needs to be addressed to make functional player-driven play. Not being aware of it is the reason that I've seen people describe something as a sandbox, but really it was just a whole bunch of GM generated plot presented in a slightly different way.