Snarf Zagyg
Notorious Liquefactionist
I would start by saying that I don't really agree with the taxonomy. I think it has some, but limited, usefulness.
I tend to view settings along the following axes, and I don't really think it's helpful to bring in non-D&D settings because they can vary widely (and most non-D&D FRPGs tend to have "default" and "everything else" so it's not really helpful either):
A. Settings that reify standard D&D tropes.
This is the big ol' category, and it also includes those settings that "typify" an edition. These are the settings that make for the standard "D&D" experience. D&D is its own fantasy category, with its own tropes, and these are the settings that have largely defined what D&D is in various editions. This largely, but not completely, maps on to the idea of the "kitchen sink" setting.
Examples: Greyhawk, Forgotten Realms, Dragonlance, Nentir Vale, Mystara, various incarnations of Blackmoor, Invincible Overlord/Wilderlands, Ravenloft
Notes- Some people might wonder why, for example, Ravenloft and Dragonlance are included here. While they made slight alterations in style of play (gothic horror, romantic fantasy) and changed a few things (steel, kender), these are additions and reified standard D&D tropes. This also includes "twists" and "flavorings" such as Kara Tur, Maztica, and Al Qadim, which just end up in Forgotten Realms anyway.
B. Settings that subvert, modify, or play with standard D&D tropes.
These are settings that explicitly play with the standard D&D tropes, often with a strong authorial vision, and subvert those tropes or modify them in theme, rules, or both in order to make a different play experience.
Examples: Eberron, Dark Sun, Birthright, Ghostwalk
Notes- these should self-explanatory. While Eberron might be considered a "kitchen sink" setting, the strong thematic elements that undercut typical D&D tropes do not really put it in the same category as a standard D&D campaign setting.
C. Meta-settings.
Ever since D&D was released, there were planes, and the idea of traveling between various settings (or even different games). Meta-settings make the connective tissue explicit, and provide that the area of travel can, itself, be a setting.
Example: Planescape, Manual of the Planes, Spelljammer
I tend to view settings along the following axes, and I don't really think it's helpful to bring in non-D&D settings because they can vary widely (and most non-D&D FRPGs tend to have "default" and "everything else" so it's not really helpful either):
A. Settings that reify standard D&D tropes.
This is the big ol' category, and it also includes those settings that "typify" an edition. These are the settings that make for the standard "D&D" experience. D&D is its own fantasy category, with its own tropes, and these are the settings that have largely defined what D&D is in various editions. This largely, but not completely, maps on to the idea of the "kitchen sink" setting.
Examples: Greyhawk, Forgotten Realms, Dragonlance, Nentir Vale, Mystara, various incarnations of Blackmoor, Invincible Overlord/Wilderlands, Ravenloft
Notes- Some people might wonder why, for example, Ravenloft and Dragonlance are included here. While they made slight alterations in style of play (gothic horror, romantic fantasy) and changed a few things (steel, kender), these are additions and reified standard D&D tropes. This also includes "twists" and "flavorings" such as Kara Tur, Maztica, and Al Qadim, which just end up in Forgotten Realms anyway.
B. Settings that subvert, modify, or play with standard D&D tropes.
These are settings that explicitly play with the standard D&D tropes, often with a strong authorial vision, and subvert those tropes or modify them in theme, rules, or both in order to make a different play experience.
Examples: Eberron, Dark Sun, Birthright, Ghostwalk
Notes- these should self-explanatory. While Eberron might be considered a "kitchen sink" setting, the strong thematic elements that undercut typical D&D tropes do not really put it in the same category as a standard D&D campaign setting.
C. Meta-settings.
Ever since D&D was released, there were planes, and the idea of traveling between various settings (or even different games). Meta-settings make the connective tissue explicit, and provide that the area of travel can, itself, be a setting.
Example: Planescape, Manual of the Planes, Spelljammer