Many of us are enthusiastic worldbuilders. And many of us worldbuilders also try to make our RPG settings “original”.
Yet there is a danger to making a setting that has too many unique elements. After all, the setting isn’t just for the game master, but also for the players. They need to understand the setting enough to play convincing characters that exist in that world, and act accordingly. And the more setting information they have to absorb to do so, the more difficult it will be to get buy-in from your gaming group.
Personally, I think settings work best when there are a few strong, central unique elements that support strong themes on what the setting - and the campaign - are supposed to be all about, scaffolded by numerous familiar, common tropes from the intended genre (such as science fiction or fantasy). This should help convey the information the players need most effectively.
But I am curious how you see this issue. Do you regard this as a problem at all, and if so how do you approach it?


Rude.
I made a genuine comment to start off discussion saying I do basically the opposite of the OP who was asking about world building. Then talked about Worlds I have played in and how those looked.
You said nothing about what OP was talking about. Where in your comment do you talk about how original or complex the worlds are? And how to decide, when you build a world, between wanting to be original and it being too complex? And if any of that is a problem?
But I guess I was rude, yes, for that I am sorry.