Awareness of gameplay is one of the things I was advocating for earlier in the thread and many seemed to push back against that idea. What are your thoughts on it?
That depends on what precisely you mean by "awareness of gameplay". If you've elaborated on it previously, I've missed it. This thread moves faster than I type.
I can say for certain I got attached to many of the things I created more than I would have things created by others.
This is an area we differ. I end up with the same amount of attachment/detachment whether I created it or not. Either way, I might end up liking one NPC more than another the way one might a character in a TV show, but I treat them like a spoilt kid with no appreciate for other people's property. "Treat your character like a stolen car", while perhaps associated with BitD PCs these days, originated as advice for the GM about NPCs in Monsterhearts.
But I do think when one puts that much work into these things before play, they are going to come up in play. Not just a quickly sketched NPC, but one with plots and connections and other elements that give him a specific place in the setting which will inform anything he is used for. The same with organizations and nations or cities and so on.
I don't think that's a fair assumption to make. None of us can see what's going on inside another's head, so I can't say for sure one way or another, but speaking for myself, this isn't how it plays out.
For BitD, I collated all the setting material into a pseudo-wiki on onenote. Between, the core book, the reference sheets and now Deep Cuts, there's around 300 NPCs and about 50 factions, many with an established place in the setting and some with "plots" (situations). Meanwhile, I have around 100 NPCs in my Vampire game with desires. In both, they're getting introduced or left by the wayside, as a result of player action.
But then, even in Blades, the GM is encouraged to introduce elements that they personally want to see to play.
All the lore is set before play begins and it will almost undoubtedly shape play. That's actively what many people are saying... that the world exists independently of the characters, and events will move on with or without them.
That's specifically the "living world" aspect, which is separate from sandbox. It's also true of BitD, to an extent.
I think many elements of the design lend themselves to light or no prep. You certainly need a lot less formal prep like stat blocks and gridded maps and the like. But I don't think it's ever a bad thing to think about a game and brainstorm some ideas for it. To think about what's happened previously and imagine what that may mean for the setting and the characters.
My prep for Blades mostly consists of obstacles and complications. It should go without saying, but obviously that means taking players actions into consideration once play has begun, and consequences spiral, but I also look at more generic ones that I can slot in, because I find improvising easier when I have some sort of scaffold to build off. So, for example, I'll have ones related to specific districts, like a labour strike in Coalridge or carnival in Silkshore, say, that I can use if they do a score there (and if it makes sense, of course).