Emerikol
Legend
Well I create a pretty high resolution campaign setting myself when I create one. That level of detail though is just to provide what I call world level background. When the PCs ask questions, the DM can give sensible consistent answers about rulers, trade routes, wars fought in the past, legends, etc... There is a method to the madness as they say.
Then I create a sandbox somewhere in the world. I often create new sandboxes but keep a campaign setting for a while. Perusing old maps of my old settings is a great nostalgia trip for me. I remember all the fun had in that world and it has a distinct flavor.
The sandbox is a deep dive. I write everything out in great detail. I make a lot of maps. I have many possible adventures. I have villains up to no good that are operating on a calendar. So there are what I call plot threads running through this sandbox. Lots of them. There are also usually a few long buried fairly static tomb like dungeons. There are some enemy tribes like goblins etc.. operating in the area so I detail out their lairs. Sometimes they may be led by some exceptional leader and as such they become a villainous plot thread. Sometimes they are there just to be encountered during wandering monster patrols.
So my PCs can do anything they want. They can stop or start and adventure. They are bound by nothing BUT the reality of the existing sandbox/world. So they can't decide a village isn't there when there is a village there. But they can burn the village down if they want. The group then has a lot of freedom AS THEIR CHARACTERS which is the style of play I prefer. I want my players to be a fusion of themselves and some fantasy archetype they think is cool. So yes player skill matters.
Then I create a sandbox somewhere in the world. I often create new sandboxes but keep a campaign setting for a while. Perusing old maps of my old settings is a great nostalgia trip for me. I remember all the fun had in that world and it has a distinct flavor.
The sandbox is a deep dive. I write everything out in great detail. I make a lot of maps. I have many possible adventures. I have villains up to no good that are operating on a calendar. So there are what I call plot threads running through this sandbox. Lots of them. There are also usually a few long buried fairly static tomb like dungeons. There are some enemy tribes like goblins etc.. operating in the area so I detail out their lairs. Sometimes they may be led by some exceptional leader and as such they become a villainous plot thread. Sometimes they are there just to be encountered during wandering monster patrols.
So my PCs can do anything they want. They can stop or start and adventure. They are bound by nothing BUT the reality of the existing sandbox/world. So they can't decide a village isn't there when there is a village there. But they can burn the village down if they want. The group then has a lot of freedom AS THEIR CHARACTERS which is the style of play I prefer. I want my players to be a fusion of themselves and some fantasy archetype they think is cool. So yes player skill matters.