Setting traits that I see as fun are similar to these listed by OP.
Most importantly, the game world should be inspiring. That means:
- many conflicts, only part of them violent
- many unusual details
- some general information, without listing every town and NPC, specifying demographics etc.
- interesting races and cultures
While it's not absolutely necessary, in most cases the setting should be consistent:
- if there is magic, it should be taken into account in economy, law enforcement, military, architecture
- if player characters are more powerful than other people, there should be in-game explanation why it is so
- if there are powerful monsters and NPCs, chance of encountering one shouldn't depend on PC power
- there shouldn't be an assumption that things of old were greater, better, more powerful and more important than the present ones; if they were, it should be explained why
- everything that is not extremely magical or completely artificial should have resonable ecology and, if intelligent, culture
- there absolutely shouldn't be similar cultures and similar behaviors described positively in one place and negatively in other (usually because the author preferred one race or organization od profession over other).
Most importantly, the game world should be inspiring. That means:
- many conflicts, only part of them violent
- many unusual details
- some general information, without listing every town and NPC, specifying demographics etc.
- interesting races and cultures
While it's not absolutely necessary, in most cases the setting should be consistent:
- if there is magic, it should be taken into account in economy, law enforcement, military, architecture
- if player characters are more powerful than other people, there should be in-game explanation why it is so
- if there are powerful monsters and NPCs, chance of encountering one shouldn't depend on PC power
- there shouldn't be an assumption that things of old were greater, better, more powerful and more important than the present ones; if they were, it should be explained why
- everything that is not extremely magical or completely artificial should have resonable ecology and, if intelligent, culture
- there absolutely shouldn't be similar cultures and similar behaviors described positively in one place and negatively in other (usually because the author preferred one race or organization od profession over other).