Basic Expert
Explorer
A published campaign setting:
1. Serves as a backdrop to play in, hopefully adding verisimilitude and texture.
2. Helps create a shared understanding for the DM and players (i.e. helps get everyone on the same page). A DM saying: "You are in Waterdeep" or "a Red Wizard stands before you" can do a lot of the heavy-descriptive-lifting.
3. Can help imply adventure content or campaign focus. Adventurers stuck in Ravenloft likely have different intrinsic goals than those that a wandering around Icewind Dale.
4. Can emphasize a style of play. For example, a world without dungeons might not need extensive exploration mechanics.
5. Can save a DM a lot of their own time and effort.
Most of these can purposes can be filled by a well-written adventure scenario or adventure path. These also have the advantage of selling better than campaign world specific material, which has long had a habit of siloing purchasers: "Oh, this book is for Eberron? I'm running FR so I guess I don't need it." The more settings they have, the more settings they need to support.
That being said, I think a 5.5e specific campaign world could be effective to help DMs and players set expectations for play. The game works tolerably well out of the box for many groups, at least until mid-levels. A well-designed campaign world can:
1. Help groups integrate character concepts effectively in the fixtion. Why are tieflings or devil-pact warlocks accepted in society? How does X character concept fit into the world? The current edition has its own set of character options that were inspired by past editions but is, in the end, uniquely its own.
2. Emphasize some of 5.5e's system-choices and help the DM and players understand them better. The tiers of play would be baked into the setting, as would be the strong PC power-level and resilience. A setting could help DMs create suitable challenges for PCs of any level through story, environmental and mechanical content.
3. Essentially help show off the strengths of the system while mitigating its weaknesses.
1. Serves as a backdrop to play in, hopefully adding verisimilitude and texture.
2. Helps create a shared understanding for the DM and players (i.e. helps get everyone on the same page). A DM saying: "You are in Waterdeep" or "a Red Wizard stands before you" can do a lot of the heavy-descriptive-lifting.
3. Can help imply adventure content or campaign focus. Adventurers stuck in Ravenloft likely have different intrinsic goals than those that a wandering around Icewind Dale.
4. Can emphasize a style of play. For example, a world without dungeons might not need extensive exploration mechanics.
5. Can save a DM a lot of their own time and effort.
Most of these can purposes can be filled by a well-written adventure scenario or adventure path. These also have the advantage of selling better than campaign world specific material, which has long had a habit of siloing purchasers: "Oh, this book is for Eberron? I'm running FR so I guess I don't need it." The more settings they have, the more settings they need to support.
That being said, I think a 5.5e specific campaign world could be effective to help DMs and players set expectations for play. The game works tolerably well out of the box for many groups, at least until mid-levels. A well-designed campaign world can:
1. Help groups integrate character concepts effectively in the fixtion. Why are tieflings or devil-pact warlocks accepted in society? How does X character concept fit into the world? The current edition has its own set of character options that were inspired by past editions but is, in the end, uniquely its own.
2. Emphasize some of 5.5e's system-choices and help the DM and players understand them better. The tiers of play would be baked into the setting, as would be the strong PC power-level and resilience. A setting could help DMs create suitable challenges for PCs of any level through story, environmental and mechanical content.
3. Essentially help show off the strengths of the system while mitigating its weaknesses.