RC said:
Certainly, if you are not going to reuse a world, there's a limited amount of effort you'll want to put into it. Even so, good writing -- if it is to be of any length -- always deals with extraneous elements, and IME those extraneous elements are (more often than not) what actually hook fans into the writing.
The thing is, the world can feel like it's breathing (and have hooks aplenty aside from the "main plot") without ever having to spend more than 15 minutes working on the setting. It doesn't take that long to throw out a bit of slang, a comment in the right "dialect," or to turn some innocent statement into a fleshed out story.
It just only happens if you're interested in pursuing it.
For instance, in the "15-minute world" where the drow want to blot out the sun, I have all the detail of D&D to draw upon. There's an elven village. There's a drow cult underneath. There's some dwarves to meet up with. Where there's elves there's magic, so there will be references to the "Conjurer's Academy," which now trains specialist conjurers. The dwarves have been fighting the drow, so they'll have a preponderance of clerics and paladins dedicated to stopping the demon-summoning threat...perhaps an Exterminator's Guild that specializes in vermin slaying (that's the dwarven rangers, who take favored enemy (vermin) and favored enemy (evil outsider) and favored enemy (elf), of course). I know the sun is to be a portal to the Plane of Radience, so perhaps the Underdark contains a portal to the Plane of Shadow, and I'm referencing other realms of existence. With the dwarven clergy being so strong, Moradin and the rest of the dwarven pantheon (a quick look at Monstrous Mythology while my players are generating characters tells me what gods would work well) will be part and parcel of it, and, of course, we have drow with spiders and the like.
Of course, where there's dwarves, there's goblinoids and giants to use their bonus on, so the old dwarves will reference the "Giant's War" as they hobble on shattered legs to the pantry to get their guests (who have come to them for help against the drow) some drinks. And maybe the old dwarf knows of an artefact that was left on an ancient battlefield that could help the party, or provide clues to what happened to the giants in the aftermath.
Because of how I want the climax in a few sessions to go, we know there are gold dragons in the world, too. Why aren't they helping instantly against the drow? Maybe they are having problems in that the Red Dragons' pet Githyanki have taken to allying with the drow as they summon creatures from beyond the planes. If they attack the drow, the red dragons will attack the elves, so it's "Mutually Assured Destruction." Of course, the PC's will have to be instrumental in neutralizing this so that the gold dragon can help them in the final moments.
D&D already has a wealth of world-building hardwired into the system, and it doesn't take long to make it "breathe." It almost does on it's own, it doesn't require much thought to play to the archetypes and give the occasional tweak to make the experience something new.
It doesn't have to take months to build a world, and a world built in 20 years is no "better" than a world built in 20 minutes. It's deeper, it's richer, it's more in-deapth, but it also comes with more baggage, limits your future options, and means nothing to people who haven't spent time helping you build it. It's more
cluttered.
You certainly can get a feeling that a world is breathing beyond the PC's without having to ACTUALLY come up with a SPECIFIC name for the githyanki general helping the drow BEFORE you sit down and play unless he's going to come up. And if he comes up early, you make up a name, jot it down, and make sure when he comes up again you use the same name.
As long as you're internally consistent, adding deapth is a cake walk.
But, you do realize that you sound rather like you are advocating exactly that, if that's what the players want?
There's so much stuff out there to try, from horror to d20 modern to Conan-style to classic LotR-style to pulp adventure to religious epic to steampunk or cyperpunk fantasy....why would I EVER bother limiting myself ?
Hey, if the group conscensus really wants to play our comic Superheroes game, I'll gladly step aside and let Wayne (who loves to DM superheroes) come up with his 20-minute campaign. Certainly if they created these wacky characters, I'd assume they'd have more fun. And if they *really* want to play Alternate Universe Ghandi in D&D, maybe Shana (who enjoys getting wacky with game systems) will DM. And if no one can make up their minds, maybe we'll just play Super Smash Brothers on the gamecube tonight and roll some dice around later.
That's giving them what they want. It would certainly be poor of me to say "No, we're playing D&D, and you're not being Alternate Universe Ghandi because it doesn't fit the feel I want so you need to get out and let the rest of us play!" Because I would be told "Hey, you don't HAVE to DM."
Of course, it would be very odd of me to find someone who demanded to play Alternate Universe Ghandi when the rest of the group was okay with good ol' Medieval-esque swords and monks, too.
Again, I have to disagree. DMs are not psychologists, and players should not be putting on airs. If don't think you're going to ENJOY playing in a game, don't play in that one, and if you do think you're going to enjoy playing in that game, don't cry when faced with a dillemma (though feel free to no longer play in that game).
If the player plays in a given game, give them the challenges appropriate to that game setting. He's ASKING for it.
Doing so does not make you a bad DM.
Correct. You're giving him what he wants. You're catering to his needs. You told him what you were offering, and he came to get it, and because you do your job well, he gets it and is happy. If he's NOT happy, then either there was some miscommunication, or he's having a bad day or whatever and then we need to look into what would be more fun for most people at the table, if his feeling was unique to him (in which case, no one cares if he steps out) or if everyone feels that way (in which case, the DM should probably step out).
The difference may be I'm saying you should give the PLAYERS what they want. This != giving each individual player everything they demand, but rather meeting the needs of the group as a whole.
Of course, if you don't think you're going to enjoy a particular game, you could always go play something else. And if the group wanted to go play something else instead, fun would be had and everyone would be happy.
The Game is not sacrosanct or inviolate, after all. A particular DM's setting is just one way amongst many to kill an evening.
Excepting, of course, that if Bob changes his mind about what he wants, or joins the game hoping to change it into what he wants, and I don't change what I am serving, then I am a bad DM.
Bull hooey.
No, Bob alone doesn't have the power to dictate what the game is any more than the DM alone has that power. But if Bob can convince Erica, Wayne, Tim, and Burt that the change would be a lot more fun, and you don't change what you're serving (or find someone who will serve them what they want), then, yeah, that's bad DMing, because now the entire group will have more fun doing something else and you're refusing to change. If everyone who sat down for chocolate chip cookies finds out, after sitting down, that oatmeal cookies sound really good, you don't serve them chocolate chip and tell them to suck it up, you say, "Hey, I can do oatmeal, too." or "I heard Tim bakes some kickass oatmeal, let's have him bake instead."