hawkeyefan
Legend
Ok, let's lob the ball back here.
Do you see a distinction between the activity being done in creating the setting of something like Keep on the Borderlands and the Village of Hommlet?
Now, if you do see a distinction, which obviously I do, how would you define the distinction? A little world building and a lot of world building? I dunno. I don't know how to define what I see as pretty clearly two very different approaches to adventure and game world design.
Isle of Dread, for example, strongly follows the Keep on the Borderlands model. You have a lost island, with natives that are barely defined, pirates that are given zero background, and a lost temple that has virtually no actual description of its history or its inhabitants.
So, fair enough, you don't want me to make a distinction between setting and world building, so, how would you define it and I'll use your definitions so I can get to the freaking point instead of wasting time on this semantic drivel.
Take it easy, man! We're 155 pages in.....allow for some side conversations.
I understand perfectly well the complaint you are making. I get your complaint overall. I think you apply it in strange ways, but I get it.
The clarification about the term worldbuilding is because during the discussion there is obviously confusion about what the term means. So when you use it as a definition for the specific aspect of worldbuilding to which you are applying it, others may think your criticism is being directed at all worldbuilding.
I think you've made yourself clear about what you are specifically complaining about, but at times it becomes unclear because of the use of the term for ease of reference.