You know I'm curious concerning Hussar and Majoru and a few others, when do you start designing a campaign. I see you all talk about the time limit and work and how no one could possibly detail all the stuff world builders claim, but I design my campaign world before actual play starts.
Yeah, most of my campaigns started like this:
Friend 1: "Hey, I'm free on Tuesdays now due to a change in work schedule. I was thinking I hadn't played D&D in a while. Maybe we should start a home game that runs every Tuesday."
Me: "Sounds like fun. I'm in."
Friend 2: "Me too"
Friend 3: "I can do that."
Friend 1: "Alright, we can start next week."
Me: "Yeah, sounds good."
Friend 1: "I'm glad you decided to DM, this'll be awesome."
Me: "What? DM? I...umm...guess I could come up with something by next week..."
Friend 1: "Perfect. I can't wait...what races and classes are you allowing? What level do we start at?"
Me: "I...Umm...1st level, I guess and any race and class."
Friend 1: "Cool, see you next week."
And then I have 1 week(or less), filled with working, any other plans I had already made to come up with what happens during the first session. I also have to find a player 4 and 5 and possibly a player 6. So I have to call nearly everyone I know who plays D&D and ask them if they are willing to commit to a weekly game. Which takes a while.
I try to think of something cool to happen while driving from place to place and in between calls at work. In about a week, I normally come up with something like "Some monsters....whichever ones are appropriate for 1st level characters attack the town and kidnap someone...who will be important to all of the PCs. They'll fight off the attackers but not before some of them get away with the person(which happens on the other side of town, so the PCs won't be able to physically stop it) and then there will be a skill challenge to chase the creatures down, they'll have a face off against the chief of the tribe and save the kidnapped person. That should be enough for one session."
That, incidentally, was EXACTLY the plot for my last 4e home game. And the total amount of prep work I had done before the first session. At the beginning of the session, I looked up what creatures were appropriate(goblins) and came up with relatively balanced encounters on the fly.
Did I have any idea what country the village was in? Nope. The name of the world even? Nope. I didn't even know what the name of the village was.
But I improvised details as they were asked for. Of course, no one asked what the name of the village or world was. They were only concerned about the goblins attacking. And everyone had fun. It just didn't have any relevance to the session at hand whether the village was in a kingdom, an elected democracy, or the dark empire of a lich. I had enough time to come up with those details for next session or the session after, when, and if they came up.
My brother came up with a sandbox campaign where he built a world in advance. And I admit, it was a lot of fun, there was all sorts of details there that I could never have come up with on the fly. He's a really good DM and I loved that game. But it took him a good couple of months without a job, hanging around the house writing up details to come up with that much background. I could never do that. I don't have any desire to do that even if I had the time. I really don't have a problem with worldbuilding as an activity, and it does add to games. I just don't see it as necessary. It also takes a lot of time.