That is fine as a stopgap ("My character is gritty, so he attacks in a gritty manner!"), but engaging in a heavy Exploration scenario in the 10 x 10 zone in which you're also fighting goblins, or interrogating the prisoners in an Interaction scenario when you're also still fighting the guards, or discovering rumors about the local treasure in an Investigation scenario while you're killing rats in the sewers...
There comes a time when combat does more harm than good.
I agree that combat won't support that sort of exploration RPing.
This is part of why I tend to see 4e as making a very big break from "classic" D&D, where that sort of exploration tended to be to the fore.
I'm not so sure I follow the logic that "exploration" play is dictatorial or predetermining.
Don't worry - the logic is very controversial (its a type of Forge-ist critique of much High Concept play) and I think I'm about the only regular poster on these boards who subscribes to it!
To put it affirmatively rather than negatively: what I like about a loosely sketched but thamtically rich implied setting is that it gives the players resources with which to build PCs, and the GM resources with which to build situations that will engage those PCs,
without tending to stifle the free development of those situations
in the course of play by overly predetermining what the answers to the questions raised in the situation might be.
Two quotes to further explain the general train of thought:
Ron Edwards, who begins by quoting Jonathan Tweet from Over the Edge: "The first time I played OTE, I had a few pages of notes on the background and nothing on the specifics. I made it all up on the spot. Not having anything written as a guide (or crutch), I let my imagination loose. You have the mixed blessing of having many pages of background prepared for you. If you use the information in this book as a springboard for your own wild dreams, then it is a blessing. If you limit yourself to what I've dreamed up, it's a curse."
All I see, I'm afraid, is the curse. The isolated phrases "mixed blessing" and "(or crutch)" don't hold a lot of water compared to the preceding 152 extraordinarily detailed pages of canonical setting. I'm not saying that improvisation is better or more Narrativist than non-improvisational play. I am saying, however, that if playing this particular game worked so wonderfully to free the participants into wildly successful brainstorming during play ... and since the players were a core source during this event, as evident in the game's Dedication and in various examples of play ... then why present the results of the play-experience as the material for another person's experience?
Paul Czege: I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this.
But the implied 4e setting is, IMO, kind of weak. It's Generic Kitchen Sink Fantasy, but "Darker and Edgier!". Generic Empire of Good (who are dragons) vs. Generic Empire of Evil (who are devils), Fallen Empires of Benevolence (who are humans), a world riddled with convenient-for-adventuring planar holes....it doesn't seem to hold together very well. It's fine for a baseline (a talented DM can take those elements and make them boffo!), but if you're looking for something evocative in and of itself, you're better off picking up one of 4e's campaign settings than you are playing the basic game.
I agree that the implied setting isn't the most innovative or cutting-edge ever, but I actually kind of like that. Having fairly accessible and familiar stereotypes to draw on can make it easier to introduce nuance and subtlety in play - whereas the more avant-garde the setting is in itself, the more I feel it has the potential to become the focus of play (the "curse" in the quote from Edwards) rather than a springboard to play. (I think this is one respect in which RPGing, which is real-time participant authoring, is probably different from other forms of fiction.)
That said, the implied setting that I draw on includes not just the DMG but the Underdark, the Plane Above, the Plane Below, Demonomicon and Worlds and Monsters. The first two of these have a lot of interesting material that is good for springboarding from (ideas about the gods and their histories and plots, for example) but presented in a completely different fashion from Planescape - as material for a game rather than someone else's already authored fiction. And Worlds and Monsters, in my view, is one of the bestr GM book sever for D&D, and perhaps better, on balance, than the DMG - it is the only D&D text I know of that talks explicilty about how monsters, gods and the like are elements that can be used to run a good fantasy RPG, whereas all the other texts approach these game elements from the perspective of the fictional world. (The exception being the DMG's discussion of languages. Worlds and Monsters is like this, but for the whole gameworld!)