Imaro
Legend
Decided to take a break from the Dungeon/Dragon wars annd get back to this thread. 
See and I think this is totally a matter of prefrence. I'll bring up another media as an example...videogames. Don't know if anyones ever played the Jade Empire rpg, but alot of it's appeal is the world. It is a pseudo-chinese based rpg and exploring said world is just as fun as going through the actual "main quests". In fact probably moreso because I wasn't that familiar with the cultural assumptions(as far as fantasy goes) associated with it's genre,
Who said a "unique" idea is a good one. A child in 1st grade can write a story full of wild adventure,and unique ideas but is it good? Throwing adventure after adventure together on a piece of paper with unrestrained "creativity" doesn't always make a game good.
In your oppinion. How can you claim what is needed if you really aren't railroading your characters?
How can you state what someone's priorities should be in designing their game. Why should adventure notes( and adventure lasting 1-2 sessions) be more exspansive than a world, somewhere that you're playing for months or even years in? I think a DM/GM not doing worldbuilding is one that will sooner or later be ill-prepared for a tangent, question, etc.
Yeah you could just make it up...but there's always the chance some detail your players pick up on will be inconsistent...or it could even establish something(without much forethought) that could have ramifications later in your game that weren't apparent when you ad-hoced the idea.
What about the fact that a "setting" can help to keep a GM focused and consistent within a creative framework. Adventures don't do that. This was sort of the design ideology of 1st ed. AD&D...wild(oftentimes silly and non-sensical) adventures, unrestrained in their creatiivity. This was great when I was younger, but sorry as a player and GM nowI want a little more versimilitude than this provides.
I would beg to differ here, I play in a world for much longer than I'll play in any single adventure. I thin world building structures a GM's design of adventures so you don't get jarring contradictions. Ex. We're playing in a roman-esque game of political intrigue, devastating wars and social manipulation. That week the GM sees "Killer Clowns from Outer Space" and decides to create an adventure based on these beings attacking the empire. Unless we've already established we're playing D&D Toon or something...Yeah it might be creative but it's jarring, inconsistent, and will have ramifications later in the campaign. On the other hand if he sticks to the "setting" he's created this type of thing is much less likely to happen.

rounser said:You guys are the ones enamored with setting. I'll go with the freewheeling, serve up what the adventures need setting over your straitjacket any day.
See and I think this is totally a matter of prefrence. I'll bring up another media as an example...videogames. Don't know if anyones ever played the Jade Empire rpg, but alot of it's appeal is the world. It is a pseudo-chinese based rpg and exploring said world is just as fun as going through the actual "main quests". In fact probably moreso because I wasn't that familiar with the cultural assumptions(as far as fantasy goes) associated with it's genre,
rounser said:No, you'd normally think of them because your way is the traditional way. By throwing off the shackles of setting you'd come up with "unique ideas you wouldn't normally think of", because you'd otherwise be only framing ideas in terms of the setting. As usual.
Who said a "unique" idea is a good one. A child in 1st grade can write a story full of wild adventure,and unique ideas but is it good? Throwing adventure after adventure together on a piece of paper with unrestrained "creativity" doesn't always make a game good.
rounser said:Then you're doing entirely too much worldbuilding than is needed to support a D&D campaign; refer to earlier in this thread.
In your oppinion. How can you claim what is needed if you really aren't railroading your characters?
rounser said:As far as work goes, an entire campaign's worth of adventures, written up, should dwarf the setting notes required. If it's the other way around for you, I suspect that your priorities perhaps need to be reviewed.
How can you state what someone's priorities should be in designing their game. Why should adventure notes( and adventure lasting 1-2 sessions) be more exspansive than a world, somewhere that you're playing for months or even years in? I think a DM/GM not doing worldbuilding is one that will sooner or later be ill-prepared for a tangent, question, etc.
Yeah you could just make it up...but there's always the chance some detail your players pick up on will be inconsistent...or it could even establish something(without much forethought) that could have ramifications later in your game that weren't apparent when you ad-hoced the idea.
rounser said:This is an argument from last resort; I've stated already that it goes nowhere, because the converse is also true - a setting restricted by adventure needs will be embiggened by your logic, and I know how much importance you guys place on setting.
What about the fact that a "setting" can help to keep a GM focused and consistent within a creative framework. Adventures don't do that. This was sort of the design ideology of 1st ed. AD&D...wild(oftentimes silly and non-sensical) adventures, unrestrained in their creatiivity. This was great when I was younger, but sorry as a player and GM nowI want a little more versimilitude than this provides.
rounser said:Ideas in general are cheap; it's the following through that counts, and it's much harder to write a good adventure than good setting material. I could also say that setting ideas are cheap. Why is your world so precious to you? You don't "play" a world, you "play" an adventure and a campaign arc. Why are your priorities set that way? I suspect the answer is, "because worldbuilding is fun" and "because that's the way it's always been done".
I would beg to differ here, I play in a world for much longer than I'll play in any single adventure. I thin world building structures a GM's design of adventures so you don't get jarring contradictions. Ex. We're playing in a roman-esque game of political intrigue, devastating wars and social manipulation. That week the GM sees "Killer Clowns from Outer Space" and decides to create an adventure based on these beings attacking the empire. Unless we've already established we're playing D&D Toon or something...Yeah it might be creative but it's jarring, inconsistent, and will have ramifications later in the campaign. On the other hand if he sticks to the "setting" he's created this type of thing is much less likely to happen.