Wombat said:
...conversely, I work long and hard to make the world feel "lived in", so that the players have a real sense of place.
I tend to plan my campaign-setting the same way.
I create several antagonists of different levels, figure out their goals and objectives and what means they need to achieve them, and plot out timelines for each on. Finally I plop the adventurers down in the world for their first adventure, and drop about a dozen different clues on them - where they go from there is entirely up to them.
Meanwhile, unless the adventurers do something to change them, those timelines start ticking forward. Not stopping the brigand chief from raiding the town might not be a big deal as far as the big picture, but the players are going to be mighty distressed when the mummy loard and his undead army come calling, if they didn't do anything to stop him. Plus, if the adventurers become big enough pains in the rear, they're likely to earn a little retribution.
Put another way, the world spins on its axis unless the players do something to change it.
Occasionally I'lll throw a traditional adventure into the mix, almost as an interlude - kinda like the monster episodes of
The X-Files breaking up the alien-invasion storyline.