Some interesting stuff about settings was posted on the "Was TSR right to publish so much?" thread:
I think that some elements of the 4e core setting are actually part of the system innovations - the core mythology, and some of the historical material built up around it, in books like The Plane Above, Demonomicon and Underdark, suggests situations that a GM can take into his/her game and get almost guaranteed player buy in without the need to railroad, but equally without the need to build a sandbox campaign setting. I haven't seen D&D world material really try to support this sort of play before (but there is a fair bit of stuff from 2nd ed AD&D and 3E that I don't know).
Some examples of what I have in mind: Erathis's game of making, and the need to incorporate even evil forms of creation, which makes it very easy to set up situations that will engage a player who is interested in themes of law, civilisation or restoring heaven's authority. Or the conflict between The Raven Queen, Orcus and Vecna, which makes every undead encounter have richer tie-ins to the theme's of the game, plus sets up the possiblity of Vecna-worshippers using the secret of the Raven Queen's name as some sort of bargaining chip - again, a situation that is likely to draw in a wide range of players, from those playing traditional paladins to those playing wizards questing after arcane lore.
I see this not so much as "faking it", but as setting used as a background to drive play, rather than a location for play to occur in. (I have lots of locations readily available from years of hoarding RPG material.)
Other bits of the 4e world books are what I associate with more traditional D&D settings - eg all the locations in The Plane Below, and the Outer Isles in The Plane Above. I personally don't like this stuff as much, because it tends not to offer the same easy buy in as the mythological/historical stuff, and seems to depend more on the players taking the GM's lead as to what they should care about. Do those who are looking for a setting as a location to play in agree that this stuff is "empty" or "faking it" compared to past D&D worlds?
People like to make stupid statements that game designers are frustrated fiction writers
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WotC seems to lack the institutional talent to bring original, tightly integrated game settings out.
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I have the feeling that they don't take settings that seriously
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Certainly, 4e represents system innovations that could never be achieved in TSR's culture. It's awesome stuff. Same with 3e. But 3e also featured the dawn of an empty aesthetic over the idea that D&D was something to be embedded in a definable world -- and ironically, it did this by providing enough of a sketch (a few gods, vague history) to let DMs fake it, instead of guiding them to create worlds as a core part of the game.
I don't think I agree with this "casual gamer"/"faking it" idea.WOTC isn't really directing D&D towards that kind of gamer though. The kind of gamer that obsessively reads and rereads every piece of material about a given setting, spends hours and hours discussing the setting and whatnot. WOTC doesn't seem to be directed towards that level of gamer. They've more focused on the casual gamer, who really isn't all that interested in reams and reams of setting material. All the casual gamer wants is enought to "fake it" to borrow your phrase.
I think that some elements of the 4e core setting are actually part of the system innovations - the core mythology, and some of the historical material built up around it, in books like The Plane Above, Demonomicon and Underdark, suggests situations that a GM can take into his/her game and get almost guaranteed player buy in without the need to railroad, but equally without the need to build a sandbox campaign setting. I haven't seen D&D world material really try to support this sort of play before (but there is a fair bit of stuff from 2nd ed AD&D and 3E that I don't know).
Some examples of what I have in mind: Erathis's game of making, and the need to incorporate even evil forms of creation, which makes it very easy to set up situations that will engage a player who is interested in themes of law, civilisation or restoring heaven's authority. Or the conflict between The Raven Queen, Orcus and Vecna, which makes every undead encounter have richer tie-ins to the theme's of the game, plus sets up the possiblity of Vecna-worshippers using the secret of the Raven Queen's name as some sort of bargaining chip - again, a situation that is likely to draw in a wide range of players, from those playing traditional paladins to those playing wizards questing after arcane lore.
I see this not so much as "faking it", but as setting used as a background to drive play, rather than a location for play to occur in. (I have lots of locations readily available from years of hoarding RPG material.)
Other bits of the 4e world books are what I associate with more traditional D&D settings - eg all the locations in The Plane Below, and the Outer Isles in The Plane Above. I personally don't like this stuff as much, because it tends not to offer the same easy buy in as the mythological/historical stuff, and seems to depend more on the players taking the GM's lead as to what they should care about. Do those who are looking for a setting as a location to play in agree that this stuff is "empty" or "faking it" compared to past D&D worlds?