My 2 cents..
I love detail, but i am an Archaeologist i live for minute detail, and i know that these can quickly turn something mundane into something amazing.. though details can also become tedious just as fast. I think there is a balance in gaming of detail and simplicity that needs to be met. My problem when it comes to an altogether new world is that unless you have artists renditions of the scene you set, it can be hard to visualize. Adding a level of familiar detail, even in a small way, can suddenly give your players something familiar to grasp on to. Gaming tries to use language to invoke images, and unless it is something they already know or can visualize, many times they will fail to see what the GM/DM wishes them to. This is a problem i have run into a few times. One of my favorite additions to a creepy manor house is a ticking mantle clock. I detail the clock, and the constant ticking that breaks the silence. Select detail can be a fantastic narrative tool to focus your players attentions to where you want. Maybe i didn't get a chance to fully flesh out a city my players are in, i will decide to put extra detail into 2 or 3 things to make up for it, such as an interesting fruit vendor, the smells of the market.. etc..
I love detail, but i am an Archaeologist i live for minute detail, and i know that these can quickly turn something mundane into something amazing.. though details can also become tedious just as fast. I think there is a balance in gaming of detail and simplicity that needs to be met. My problem when it comes to an altogether new world is that unless you have artists renditions of the scene you set, it can be hard to visualize. Adding a level of familiar detail, even in a small way, can suddenly give your players something familiar to grasp on to. Gaming tries to use language to invoke images, and unless it is something they already know or can visualize, many times they will fail to see what the GM/DM wishes them to. This is a problem i have run into a few times. One of my favorite additions to a creepy manor house is a ticking mantle clock. I detail the clock, and the constant ticking that breaks the silence. Select detail can be a fantastic narrative tool to focus your players attentions to where you want. Maybe i didn't get a chance to fully flesh out a city my players are in, i will decide to put extra detail into 2 or 3 things to make up for it, such as an interesting fruit vendor, the smells of the market.. etc..