rounser said:
Generally it's not considered such, as a glance at any published campaign setting "bible" will show.
For purposes of this discussion, it's convenient to pretend that encounter level stuff is setting prep, but in the published D&D world this usually isn't the case. Magic of Faerun has, for example, an encounter-level bard's college. The FRCS has almost nothing at this level of development, and it's typically the FRCS model people have in mind when they refer to setting prep. Encounter level descriptions of towns, such as Hommlet, are generally included as part of an adventure. Those few supplements that aren't (such as the Shadowdale book in the 2E FRCS box) really stand out as something non-typical.
You can argue that your home efforts aren't like this, but it's typically what's meant by detailing a setting. But this discussion has descended into the splitting of hairs - an ogre's den is technically "part of the setting", but most won't be working on anywhere near that level when they "design a world" if they've chosen a top-down approach, as most do and this thread implies.
Macro-level setting development is a suboptimal use of time resources <- there's my argument in a nutshell. You believe it isn't, that the time is well spent, and that setting should dictate adventure form and function <- this is the traditional view. I think we'll agree to disagree on this one.
I'll level with you, and say that I haven't bought any setting stuff since I was quite young, and then I mostly disliked it. I don't consider most of it 'useful' setting.
Your argument makes sense- since players deal with specifics, spend your time constructing the specifics, and extend outward as necessary. I agree with that completely. In fact, that is exactly what I did with the lamp example- here is something the players see. Here is why it is there. Here is a hook based upon it. It provides enough detail to build an intro encounter on.
Completely off the top of my head- encounter- a storm breaks while the party is resting up for the night, knocking several of the lamps out. There is a great clamour as tendrils of mist spread across the common room of the inn- sending some people into a choking frenzy. The party hears a ruckus outside, the door smashes in from a gust of wind, and a strange, ghostly figure drifts into the room, speaking in an odd language. It disregards attack and eventually drifts away, out the door and toward the sea. If the language is translated, it is speaking of its service during the Tattered Flag campaign.
Party now has a few options. Seek further info (people at the inn are talking about the condition of the lamps, and how they have to be restored), ignore it completely and leave, try and follow the ghost towards the ocean.
that took 5 minutes. Here are several options for the players, derived from the setting example which I came up with in 2.
My efforts are not harmed at all if the players choose not to engage this- I have invested next to nothing. While they are deciding, I am working out spot hazards to drop into battlefields for the locations they could travel to. Jotting down mechanics, etc.