From my Camapign Development Thread, on the subject of setting design:
For me, setting design is, in fact, part of adventure preparation. Whether the PCs end up learning all the background elements (which mine tend to learn a lot of), the fact that it is there helps me create better adventures. if I have an idea of what the world is like, who the powers are, what the past was like, and so on, I am more easily able to create adventures that explore the setting and invest the players/PCs in the setting. In addition, I am more capable of adapting published adventures, because -- since my setting is pretty much bog standard D&D fantasy -- I can quickly see the archetypes and iconic elements and change some names, etc...
Now, I have written a good deal about Abyscor, but I am not near done. I let the play inform the setting design as much as I let the setting inform the play. Things that come up in play, even tangentially, might get expanded when I next work on the setting. Player choices in character design and background inform the setting, as well.
I don't think either apsect of home-brew DMing is superior or more important than the other. Both help in creatinga satisfying play experience for everyone involved.
rounser said:You may suggest that you're "writing the sourcebook", but I'm not sure that sourcebooks justify their own existence in terms of actually running the game. This is an extreme stance when compared to D&D's accepted wisdom, but something perhaps worth chewing over nevertheless, I think. There are, after all, only so many D&D prep hours you can spend, and I strongly suspect that the temptation to spend them on world design is simply because it's fun, rather than actually practical. That's certainly been the case with me. But I won't post offtopic further; you've got your own thing going on here.
For me, setting design is, in fact, part of adventure preparation. Whether the PCs end up learning all the background elements (which mine tend to learn a lot of), the fact that it is there helps me create better adventures. if I have an idea of what the world is like, who the powers are, what the past was like, and so on, I am more easily able to create adventures that explore the setting and invest the players/PCs in the setting. In addition, I am more capable of adapting published adventures, because -- since my setting is pretty much bog standard D&D fantasy -- I can quickly see the archetypes and iconic elements and change some names, etc...
Now, I have written a good deal about Abyscor, but I am not near done. I let the play inform the setting design as much as I let the setting inform the play. Things that come up in play, even tangentially, might get expanded when I next work on the setting. Player choices in character design and background inform the setting, as well.
I don't think either apsect of home-brew DMing is superior or more important than the other. Both help in creatinga satisfying play experience for everyone involved.