Hey, 'cos I'm a nice guy, here's the
Linky to my summary of my points. Feel free to critique, but, please, can we leave the mindless semantic debates at the door?
I'm your Huckleberry...
Background
Some time ago I got tied into a rather lengthy thread about world building and whether it was a good or bad thing. That thread's been linked earlier in this thread if you really want to read it. One of the points that I tried to get across is that world building and setting construction are not synonymous.
The reason for this is setting is required in all texts, but world building is not. Setting at its most basic, is defined as where the plot occurs. Setting, by definition is absolutely intertwined with plot. Whether the setting is very sparse or detailed doesn't really matter - so long as the action of the story occurs there, it's setting. World building, on the other hand, is not required by a text. Waiting for Godot has a featureless plain and a bench for the entire setting. I don't think anyone would call that world building.
So, in my mind, there is a distinction between setting and world building. World building is defined as an attempt, in as much detail as possible, to create a complete fictional world. It is not tied to plot. It is an activity unto itself.
Now, bring that back to RPG's and suddenly all the world building advice you get in most RPG books takes on a different cast. If world building is an activity unto itself, is it particularly necessary to create a good campaign? In my view, no it is not.
Not that it can't be. Please, please don't think that I'm claiming that you can't do it that way. Obviously that's not true. One only has to look at Greyhawk, Forgotten Realms or any other published setting and numerous fan based ones as well to know that you most certainly can.
Again for the record I think your defining of world-building vs. setting-building is fundamentally flawed in numerous ways. The largest being it assumes only one type of campaign and that is the scripted campaign. You see honestly this, IMO, is the biggest flaw with your method in comparison to world-building... it's not universally applicable. How do I construct a sand-box style campaign, where the PC's have a wide-berth of true choices without eventually designing somewhere, something or someone that is not and may never be relevant to the current action? It's impossible. In world-building nothing stops me from catering to a scripted campaign... more energy, sure. Wasted effort, perhaps. But I can still create a scripted campaign through world-building... what I can't do is create a sand-box campaign from setting-building (as you define it).
But, I do think there is another approach.
So, there, enough of that. Let's get to the meat of things. The pros and cons of this approach.
1. One strength is that by starting the campaign in cooperation with the players is that the players are already egaged by the campaign. They have a stake in the campaign before it even starts since they have helped create it. Instead of being passive consumers of the campaign, picking from the menu created by the DM, they are active participants before they've even picked up the dice to create a character.
The disadvantage of this is the DM has to cede some authorial control over the campaign. If the players are going to have a stake in the campaign, then the DM can no longer simply do whatever he thinks is right. And, this does constrain the choices the DM has as well. If the group decides that they want to explore themes X and Y, the DM will have difficulty bringing in Z without consulting the players at all.
As I have said earlier in this thread, there are numerous disadvantages in using this method with both new and casual players. A casual player probably will not desire to put in any effort towards creating a world...they just want to play, and may even resent being forced to help do what they perceive as the "DM's job". A new player on the other hand is probably best served by just getting to play first before being thrust into campaign design... not the other way around. Though I will admit I see nothing wrong with this method for experienced players, but then it's not universally applicable is it?
Finally an even bigger disadvantage, IMO, is that it can, at least partly, ruin some or all of the surprise and wonder from any player who actually might be interested in discovery and exploration while playing the game. For some it could be akin to a magician having them help set up everything to work before a magic show...and thus learning at least some of what is going to happen in the show and how the tricks are performed and then having to watch the show. Will the show still be enjoyable? For many or even most probably so... but for many it will also be diminished.
2. Less work load for the DM. This is pretty obvious. If you aren't going to spend time detailing the setting beyond elements that fit with the campaign that you and your players have discussed before hand, then you are not going to do as much work as the DM who has to create an entire country or more.
The downside of this, again, is a limit on the freedom of the players. That's true. Now, since the players have already bought into this campaign, that shouldn't be a huge issue - if we've decided as a group that the campaign is going to follow the adventures of a mercenary group during a war between elves and dwarves, player's shouldn't be complaining that they can't start dragon hunting. But, it is a limitation of scope at the outset.
Honestly, IMO, I think that limitation is usually done by DM's anyway. Most DM's are going to have some rough idea of what the campaign is going to be about before play starts, so, I'm not sure how much more constraining this is.
I think you make a big assumptions here, there's constraining...First adventure will be the Pits o' Doom, second will be the Dread Swamp, etc... and there's less constraining...Let's see they don't have horses so they can probably travel about five days out at most, let's see they could explore the Pits o' Doom or the Dread Swamp and Elkin Village, etc. Your method seems to fall apart in the second example and you basically admit as much in the above post... so can I ask how is this better if it is more restraining and doesn't really cover a particular playstyle well?
Also it doesn't help your argument to assume " Most DM's are going to have some rough idea of what the campaign is going to be about before play starts". Your making assumptions that you can't back up to strengthen your argument...but it doesn't.
3. Better ties between players, characters and the campaign. Since everyone is already on board before you even start the campaign, you won't have the "random band of misfits meet in a bar" syndrome that plagues many campaigns. The players are already on board, so they should be making characters that not only fit with each other, but with the campaign itself.
You won't have players accidentally sidelining themselves because of miscommunications between the DM and the players over what the campaign is about. The players, hopefully since they had a hand in getting the campaign off the ground, have a pretty good idea of what the campaign is about already and should make characters that fit with that.
Again, the downside here is the DM has to trust his players and relax his grip on the campaign. Since the players had a hand in campaign creation, it is quite possible that they might pick elements that the DM may not 100% like but, is likely going to have to accept. Not that this will happen automatically, but, it certainly could.
Some sort of mechanism would need to be in place beforehand to resolve conflicts between aesthetic choices. Simple voting in the group might work..
I don't even see how this in any way supports your method over worldbuilding and just seems like a problem that can arise in any campaign if the DM and players lack communication.
Having the same themes and your characters goals in mind can just as readily lead to "misfits in an inn"... as reading blurbs on countries and coming up with characters tied to each other through the alliances of those countries can lead to cohesion. Inherently it has nothing to do with setting-building or world-building but group communication.
I honestly see one big disadvantage here you seem to be overlooking, the fact that things must be pre-decided. Before you even get to play a character or run an adventure, everyone has a set theme, set goals, set everything... now to me that's limiting. Not only that, what happens if these themes or goals end up being unfun or you decide you want to change them after a few sessions... yet the DM has crafted the entirety of the campaign around focusing on them.
I find it much better to let players explore what exactly they want from a game through play and the organic evolution of their characters. Give them a world with broad strokes and let the PC's discover what kind of adventures, themes and goals they want to create through play.
4. This one is both a plus and a minus at the same time. The campaign is going to be tighter. It just is. The players and the DM are all on the same page at the outset (or should be) which means that the campaign is going to be much more focused than a standard campaign. This is good in that I think that it will result in deeper role play - less time spent screwing around and more time spent exploring the pre-defined themes. On the downside, it will likely result in shorter campaigns since, once your finished exploring this theme, you're done. To be honest, I think this style of campaign design lends itself more to narrative (gack I hate Forgisms) style play where exploring themes and concepts is more important than simulating or systems.
I call bull on this...all of it.
When given the freedom to let their characters grow organically and without the artificial restraints of script, pre-planned plot, and pre-determined themes and goals... players will engage in deeper and more meaningful roleplay as their characters are no longer restrained to exploring pre-defined aspects of the campaign world. The game will be tighter because the PC's have what feels like a real, living world to interact with and their actions can have unforseen consequences thus choices must be considered carefully. There will be less time spent screwing around and more time spent interacting and engaging with the world, in a naturalistic fashion, as a whole and all it contains. It will likely result in longer campaigns as, just like in real life, the themes and goals being explored will change, mature and grow as the characters and the world do. To be honest I think this style of campaign can lend itself to both narrative and simulationism... depending upon which the players and GM decide to explore.
See how easy that was? Not saying I necessarily agree with everything above, but it's all subjective anyway.
So, there you have it. The giant wall of text. Perhaps I should have written this several pages ago, but it took me this long to work it out in my own head. Whatcha think?
Well I still believe your method of campaign design isn't as good in a general sense as world-building... but if it works for you and your group then more power to you.