Care to explain how it is "certainly a strategy that works" if, overall, you disagree that it has any benefits?
It works, but it has no benefits
over any other approach. We are comparing relative benefits, not absolute benefits.
I don't think it should be a hard concept to grasp. I do apologize of my wording was a bit vague, though. However, in the future I would appreciate it if you didn't try to tell other people how to interpret my wording.
To be absolutely clear, though... My main purpose in that post was to express disagreement with the many posters in this thread who have been trying to claim that their style is inherently better than the style Hussar has been advocating, yourself included.
Greg K said:
Did you miss the part about Hussar's players, the thief's guild and them having to wait a week? In contrast, I was able to accomodate my players, who wanted to go to an entirely different kingdom at the last minute based on an epiphany they had, that very same evening- I simply had pull out some notes and take a minute to claify some background info from one of the players. No need to postpone for a week.
Not having to take a week to prepare, because I had info prepared prior to the the campaign starting, sure sounds like saving me work once the campaign starts.
I didn't miss that. Actually, the part of my post you are quoting was intended to implicitly reference that idea. I disagree that the "create it as a you go" approach is inherently limiting in this regard. If nothing else, I have absolutely no doubt that a good DM can just make up a thieves' guild on the fly without a week's prep work. That is the kind of DM I am working to become, at any rate.
To be perfectly honest, the only real "worldbuilding" that needs to be done is the creation of a basic framework that makes future "on the fly" creativity easier to do while still maintaining verisimilitude. The DM just needs to create basic rules and concepts, and a world will naturally follow from those concepts whether it is fleshed out in the beginning or not (something like a fractal program evolving from a seed value, I guess).
Also, since I am on the topic of this thread, I may as well say that while I do think heavy worldbuilding
is a valid way to play the game, it is not the method of playing the game that should be taught to beginner DMs. The ability to tell the difference between the kinds of setting detail that are useful to the game and the kinds of setting that are unhelpful or even damaging to the game is a difficult skill to learn for someone with no DMing experience, yet it is an absolutely essential one for a worldbuilding-intensive approach. Without that skill, it is easy to fall into the pitfall of creating a setting that doesn't allow for fun adventures, yet that skill may be even harder to learn than the skills needed to run the game on the fly.