Stefano Rinaldelli
Hero
I fully understand your point because even I have do that a lot, but the mechanism I cite is not only a matter of tastes. There is something intrinsically conseguent in the chain adventure->world that works better than world -> adventure. And I can easily demonstrate that the best IP are originated from this A-W chain. In RPG we end always in building our A in a W somebody created as the place for his/her A. Even if we build our adventures in a CS that does not relate to a specific book or film, we always end to twist it to allow using some elements of our book or film experience. And given that it is not in contrast with a W-A chain because the A-W chain can be easily expanded into an A-W-a1-a2-a3 chain as per Adventures On Middle Earth, Conan the Barbarian etc etc. Why not to try, as WOTC with the money and the power it has, to reverse the usual path? Consider that D&D has a lot of non A related world basically to save the money to buy Rights. But now, for me, is the time to use the money to create something very hi-end quality starting from a very good set of adventures. The more I think about this issue the more I'm also convinced that it is not so different to build a world or to build an adventure, but the best world are sons of great adventures and not the opposite, so even if only to maximize the effort why not to try this path? You'll end up in having an adventure and a setting and not only one of these two.Maybe for you, but not for me. When I run an adventure, the setting has to be in place before the story. There has to be a foundational world before I can make an engaging campaign. YMMV, though.