Silvercat,
I'm not entirely sure I fully get where you are coming from, but I'll try to answer anyway.
I wouldn't say that. I mean, from the characters' POV, the world is worth saving because it's the only one there is, and because maybe they feel they owe it to themselves to try and be "the good guy heroes" precisely because nobody else is making the effort.
My group has been playing D&D together for a long time, and this kind of intrinsic motivation for adventuring has proven to be more interesting (esp. wrt roleplaying) in the long term than explicit rewards like blowing up the Death Star to banish evil from the world forever more. Or, again and again.
I guess your mode of playing is more like, say, Star Trek. You've got a set of immediately capable heroes whop travel the unknown to encounter and oprevail in a huge breadth of challenges. Under this premise, gritty would be little more than an exercise in masochism, so I understand why it's not appealing to you.
In a Star Trek like episodic setting, it doesn't. Long-term, deep internal consistency is only important for the heroes immediate world at the core of the story, the rest of the world is "just strange", that's why it's exciting to travel there.
My experience is that a gritty campaign benefits from emphasizing depth over breadth, and that only works if things are thought through. I could go an at length about why I think this is, but I need to go to work, so some other time maybe?
Well, you don't need anyone to tell you that the playstyle you like is badwrongfrun, do you? If simple and derivative works for you (as it does for what I reckon is the majority of roleplayers) ... enjoy.
J.
I'm not entirely sure I fully get where you are coming from, but I'll try to answer anyway.
(...)To me there has to be an obviously "worth it" component of the world to save, and most gritty settings don't propose one as far as I can tell.
I wouldn't say that. I mean, from the characters' POV, the world is worth saving because it's the only one there is, and because maybe they feel they owe it to themselves to try and be "the good guy heroes" precisely because nobody else is making the effort.
My group has been playing D&D together for a long time, and this kind of intrinsic motivation for adventuring has proven to be more interesting (esp. wrt roleplaying) in the long term than explicit rewards like blowing up the Death Star to banish evil from the world forever more. Or, again and again.
And now I get why gritty doesn't work for me, at least in your terms: I love episodic story where it's really a series of separate events that are connected by common characters and places but not much by events.
I guess your mode of playing is more like, say, Star Trek. You've got a set of immediately capable heroes whop travel the unknown to encounter and oprevail in a huge breadth of challenges. Under this premise, gritty would be little more than an exercise in masochism, so I understand why it's not appealing to you.
Why do the multitude of elements need to make sense? (...) Aren't there things in the real world that you go through life not understanding? Why does a fantasy world have to be any different?
In a Star Trek like episodic setting, it doesn't. Long-term, deep internal consistency is only important for the heroes immediate world at the core of the story, the rest of the world is "just strange", that's why it's exciting to travel there.
My experience is that a gritty campaign benefits from emphasizing depth over breadth, and that only works if things are thought through. I could go an at length about why I think this is, but I need to go to work, so some other time maybe?

My question is thus: So you don't think there's any point in a setting that's simple and derivative? I need to know, because I don't have a contrasting opinion to balance it.
Well, you don't need anyone to tell you that the playstyle you like is badwrongfrun, do you? If simple and derivative works for you (as it does for what I reckon is the majority of roleplayers) ... enjoy.
J.