I think the problem I'm seeing here is that there's alot of all or nothing, black or white in the statements being made in this thread in regards to worldbuilding. If we're going to reach any type of real consensus as to how world building is benefical or not, first we all have to accept that not everyone "worldbuilds" in the same way as opposed to setting intellectual pit traps for the opposition when they question your methods.
So far it seems like there are many ways to worldbuild, which also has to do with playstyle as well. Not to pick specifically on edgewaters and Imaro but I'm just going to use this as an example:
edgewaters said:
Second, if you've been playing with the group in question for a while, you should have a good idea of what they plan to go about doing next, and prepare accordingly if you feel that it would be helpful.
then Imaro's counter:
Imaro said:
So what if you haven't been playing for a while...Let's say first adventure out your rogue PC wants to join the Thieve's Guild. What are it's initiation requirements, it's structure, ranks, figures he would be introduced to, location, how do you get into contact with them, they're agenda, etc.
Now at my table when players are starting off with 1st level characters there's usually at least a meeting or a series of e-mails asking what the players are interested in doing. There's an understanding that there needs to be some preparation involved so this would be the time to speak up. If there were a player who was interested in joining the Theives Guild he'd need to let me know that he's at least thinking about this so that I can atleast get some notes together.
It also goes to the fact that in real life I dont have a tremendous amount of time for preparation so when I do prep I like to prep with at least a bit of focus. I mainly use prewritten adventures (right now I'm running the Age Of Worms adventure path with 5 players) because they take considerably less time to prep for me and I like the use of the visual aides that come with the adventure. Now what I tend to do is try to make things matter to the PC's so that they are invested in what's going on.
In my experience you kind of have to help guide players along especially if there is no focus, alot of the time unless they have specific goals (which can be incorporated usually along side whatever the main story is) you have to point them in at least the general direction (s) of where they might want to go. Now that's just ME. I don't claim that my way is the best way or the right way or the only way but that's how I run my games. My players don't have a problem with it, because they have input as far as things they want to do with their characters as long as they let me know in advance. If I had a player who was aware if this and then decided that they wanted to do do something else just because they felt the need to at that moment and throw off the entire game, I'd have to roll with it at the time. But I'd pull that player aside after the game and tell him straight up, if youre going to do something like that again you need to let me know what you want so that we dont throw off the game. If that's something you feel you need to do on a consistent basis then he'd need to find another DM.
bringing it back to the worldbuilding thing, for me even if youre using a module or an adventure path, there is still worldbuilding to be done. But then it's a more collabaorative effort and one that needs to allow a certain amount of respect and slack for both the DM and the players. Right now in my game one of the players, a monk, mentioned to me that he wants to look in to getting magic tatoos for his character. He told me this a while ago and since then I've worked out how his character is going start being pointed in the right direction so obtain them.
Diamond Lake is a dead end for that, but since the PC's have become friendly with a local wizard he's has mentioned that he has a friend stationed in the nearby Blackwall Keep who might be able to help. This friend plays a minor role in one of the adventures that's coming up that will provide the PC incentive to take cetain actions to recover the information that he needs. I try to do something like that with each PC, will there eventually need to be an orgin for the magic tatoos in the game world? Probably but only if the PC or any of the PC's are interested, if they are not then it doesnt matter. That's how I do my worldbuilding, a little at a time as needed by the PC's focus at the time.
I cetainly dont do it as an intellectual exercise or to edify my own ego. I do it because the PC's need to know and even then there is only so far that I'll go. Detailing the history and lineage of every dwarven clan in my gameworld would be a waste. Detailing architecture and such in my game world would be a waste, I describe the buildings in just enough detail for the PC's to know that it's different than the last ward or city that they were in. If I have to use real world equivalents or actual pictures I will, but it's not going to be more than two or three sentances of description for about a second or two fo screen time.
Bascially, the impression that I get from the superdetailed setting crowd is that they feel that they are ready to cover anything that is thrown at them because they've planned every detail ahead of time. I'd like to believe that's true, but for that to be true they'd have to be infallable and perfect which they are not. That and players have the darnedest knack for catching DM's unawares. Having detail is great and if that's your thing then go for it, but really stop trying to discount the build as you go DM's it's not fair to those of us whose method actually works for our players.