Kamikaze Midget said:Perhaps I give the man too much credit, but I'm willing to believe that the story of LotR is about the Fellowship and, specifically, about how a pair of hobbits walked from the Shire to Mount Doom (encountering all sorts of fantastic places along the way) in order to save the world from an evil that would make its wielder all powerful. It's about humility over hubris, about the triumph of willpower over temptation, and about, ultimately, how all evil destroys itself, how greed is turned back on the greedy, and how a lust for something as empty and soulless as power ultimately robs all life from you, but a friendship, a fellowship, and a companionship, can give you the power to take on anything. That is, I think, why the story has endured and garnered such popularity, is the strength of that core story. It has persisted *despite* JRR's frequent skipping down obscure-self-referential-lore lane because there is only a small segment of the audience (the great clomping nerd segment.) that is interested in that. It persists because he tells a very human story about the struggle of two friends in the face of overwhelming terror. Not because he chats about elf poetry.
That was extremely well-written, and very true. Part of the reason the Silmarillion isn't as interesting as the LotR trilogy is because it lacks the humanity and immediacy of the characters. It's all high seriousness and worldbuilding.
The characters in the Silmarillion are more like tiles in a mosaic. Distant, larger than life, mythological.
I wouldn't go so far as to say the story persists and succeeds in SPITE of Tolkien's worldbuilding, but the latter is simply a spice on the main dish. We care about the characters: Gimli's orc-killing contest with Legolas, Gandalf's love of fine pipe tobacco, Sam's cooking pots and spices, Merry and Pippin's foolishness.
Kamikaze Midget said:But ronseur rather persuasively demonstrates that this passion for worldbuilding isn't always a good thing and, depending upon your group, could seriously bog down what is fun for them in what is only fun for the DM. So, despite the fact that the advice to have story triumph over world building isn't really relevant for you, it could certainly be good advice. It was given in writing, presumably, because in this professional's experience, like in ronseur's (and others who have posted in support of the idea), the general audience doesn't care about world details that aren't directly relevant to the action of the story.
This is simply an anecdote, but my first longterm campaign in 3.X D&D demonstrated to me once and for all the problem with too much worldbuilding. My DM was (and is) a good DM, but I always felt like he was trying to write a campaign world for publication somewhere, and our characters were always getting in his way. He especially didn't like the fact that our characters were anti-heroes, and our plots always failed and bumbled like the Keystone Cops tripping over their own oversized feet. The campaign could have been so much more than it was. It could have been legendary and epic, and instead, in the final equation, it was just ... okay.
There are people who love worldbuilding first and above-all, but I follow the advice of the screenwriter who, when pressed on the cruising speed of a ship in one of his shows by the sci-fi techno wonks, informed them the ship moved "at the speed of plot."