For me personally, I garner absolutely no enjoyment of world-building for the sake of world-building. To me... spending hours upon hours trying to come up with entire regions of "stuff" that end up never getting used is such a waste of time that I wouldn't DM D&D at all if I was forced to do so.
I'm much more a story-focused DM. I care about the player's experiences engaging with the area they are in and their personal place and stakes within it. Everything I put in front of them is for their benefit as characters. To me, "sandboxes" are pointless. That's creating a whole crapton of areas that are completely worthless to the game if the players gain nothing from engaging with it (either because the areas are too low-level to be uninspiring cakewalks or so high-level that they are guaranteed to be TPKs).
If there are areas on a map the PCs have... I guarantee that those areas will level up with the PCs so if/when they decide to go there at some point down the line, the area will still be of use to them. Now I'm not saying these areas and the encounters within will all be balanced equally to each other and the party-- some encounters will be easier for the party as constructed and leveled, others could be very hard-- but they will be "doable" at their level. Because for it to be otherwise is a waste of time and resources. That dragon's lair up in the mountain could very well have any one of the four ages of dragon from the MM in there. And what the dragon inevitably ends up being will be based upon the story reasons for the party engaging with the dragon and thus what makes the most sense based upon the level of the party when they arrive.
To me, D&D is a story about these player characters. And everything I put in front of them will be done expressly for the purpose of building their stories and who they are as people. And if something in the game doesn't do that... then I'm not going to waste my time with it nor put it in front of them.
I'm much more a story-focused DM. I care about the player's experiences engaging with the area they are in and their personal place and stakes within it. Everything I put in front of them is for their benefit as characters. To me, "sandboxes" are pointless. That's creating a whole crapton of areas that are completely worthless to the game if the players gain nothing from engaging with it (either because the areas are too low-level to be uninspiring cakewalks or so high-level that they are guaranteed to be TPKs).
If there are areas on a map the PCs have... I guarantee that those areas will level up with the PCs so if/when they decide to go there at some point down the line, the area will still be of use to them. Now I'm not saying these areas and the encounters within will all be balanced equally to each other and the party-- some encounters will be easier for the party as constructed and leveled, others could be very hard-- but they will be "doable" at their level. Because for it to be otherwise is a waste of time and resources. That dragon's lair up in the mountain could very well have any one of the four ages of dragon from the MM in there. And what the dragon inevitably ends up being will be based upon the story reasons for the party engaging with the dragon and thus what makes the most sense based upon the level of the party when they arrive.
To me, D&D is a story about these player characters. And everything I put in front of them will be done expressly for the purpose of building their stories and who they are as people. And if something in the game doesn't do that... then I'm not going to waste my time with it nor put it in front of them.
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