The Campaign Builders' Guild

Campaign Creation => Meta => Topic started by: Superfluous Crow on June 10, 2008, 03:51:58 PM



Title: Setting Stat-block
Post by: Superfluous Crow on June 10, 2008, 03:51:58 PM
Just an idea, but what would you guys say to add some kind of universal "stat block" to our campaign settings so it's easy to get an overview of some of the most important details (like Name (obviously), genre, major theme, tone, prevalence of magic, system, Interfering/non-interfering gods, human only or not and so on)?


Title: Setting Stat-block
Post by: SilvercatMoonpaw on June 10, 2008, 04:11:46 PM
Yesyesyesyesyesyes!

I find things like this to be some of the most important considerations on whether or not I want to read a setting.  Without this most of the time I try to judge whether I want to bother based on the thread title.


Title: Setting Stat-block
Post by: Johnny Wraith on June 10, 2008, 04:24:40 PM
I think Ish tried doing this a while back, I may be wrong though... Maybe it was just for a contest or something.


Title: Setting Stat-block
Post by: Ra-Tiel on June 10, 2008, 05:29:31 PM
You mean something like this?

Quote


SETTING NAME
--------------------------------------------------------------------------------------------------------------------------------
Genre: Setting genre (sub-genre)
Major theme: Setting theme (specification)
Tone: Setting tone (adjustments)
--------------------------------------------------------------------------------------------------------------------------------
Magic: Occcurrance (power level)
Character power level: Character power (restrictions)
Character races: List of allowed character races (sub-races)
Rules system: Setting rules system
--------------------------------------------------------------------------------------------------------------------------------
Religion: List of prevalent religions (patron deities)
Deities: Level of divine intervention


Title: Setting Stat-block
Post by: Superfluous Crow on June 10, 2008, 06:02:26 PM
Well, yeah, that looks quite nice. :) I reckon you put that together so kudos for that. Don't know whether the religion part is a bit obsolete; it's not like people who visit the site are going to get a lot of information out of that unless the setting creator uses D&D og Real-world gods.
Any other info anybody thinks should be added?


Title: Setting Stat-block
Post by: Ishmayl-Retired on June 10, 2008, 06:18:11 PM

Crippled Crow


Any other info anybody thinks should be added?

Possibly a section to list all relevant links.


Title: Setting Stat-block
Post by: Ra-Tiel on June 10, 2008, 06:24:50 PM

Crippled Crow


Well, yeah, that looks quite nice. :) I reckon you put that together so kudos for that. Don't know whether the religion part is a bit obsolete; it's not like people who visit the site are going to get a lot of information out of that unless the setting creator uses D&D og Real-world gods.
Any other info anybody thinks should be added?

No problem. :)

Regarding religions, I was thinking of listing the official name of the church (or religious sect) and the accompanying patron. For example: "Sacred Hammers (Moradin), Morninglord's Sept (Pelor), Nightshadow servants (Raven Queen), Moonlight shadow (Sehanine)".

Something more flavorful than "church of X, church of Y, church of Z". ;)

// Edit:
After all, it's "roman-catholic church" and not "church of Jesus". :P


Title: Setting Stat-block
Post by: Nomadic on June 10, 2008, 06:27:44 PM
I think this would be an awesome idea. Would be nice to have a little summary to look at before delving into the meat of the setting.


Title: Setting Stat-block
Post by: Lmns Crn on June 10, 2008, 08:30:17 PM
A couple of years ago, we were really heavy into this "Core Ethos" template that tried to accomplish the same sorts of things you're after (albeit, in a little bit wordier way.)

I like where you're going with this. It's important for all writers to understand that no matter how great their work may be, they need to present their ideas logically and hook the reader quickly in order to be read. A little table of facts is an efficient way to accomplish both of those goals without spending a lot of words to do so, and I agree that it'll be useful.

But my heart was never with the Core Ethos questionnaire, and it will never be with this template, either. The reason is the same: I think that "one size fits all" is always a lie. The information that best sums up Setting A is not necessarily the information that best sums up Setting B, so any standardized group of categories is going to feel like a straitjacket to somebody. By all means, use them if you like them, but I'd fight hard against any sort of idea like this becoming somehow required.


Title: Setting Stat-block
Post by: SilvercatMoonpaw on June 10, 2008, 08:46:34 PM
Well I don't want to straightjacket anyone, I really think it would be nice if people could be encouraged to provide some kind of summary.  I find a lot of the settings on this site are way too wrapped up in themselves, especially the ones that begin with long stretches of fiction (one short piece is okay).  I especially feel some authors forget that the rest of us don't have the same instinctual connection to the information they do and they just expect us to tease that information out.  Some of us are really bad a mind-reading.

And in the end I kinda look for keywords anyway.


Title: Setting Stat-block
Post by: Nomadic on June 10, 2008, 08:49:58 PM
Well I think more a general template would be a basic summary giving others an outlook at key aspects. For me the most important ones would be things like setting genre (fantasy, steam punk, modern, etc) with no limit on what genre were available to choose from. If your setting is fantasy survivalist (which is what UR is) then nothing is stopping you from saying so.

I guess template isn't really a good word for it. Rather it is a list of answers to important questions (how magical is the setting, what genre is it, and so on). By no means should it be limited to one or two words. If you need a paragraph to summarize the magic level then do so.

Anyhow what I am trying to say is it is a summary to an overarching setting which helps draw people in and gives them a taste of it beforehand.


Title: Setting Stat-block
Post by: Lmns Crn on June 10, 2008, 09:02:56 PM

SilvercatMoonpaw


Well I don't want to straightjacket anyone, I really think it would be nice if people could be encouraged to provide some kind of summary.  I find a lot of the settings on this site are way too wrapped up in themselves, especially the ones that begin with long stretches of fiction (one short piece is okay).  I especially feel some authors forget that the rest of us don't have the same instinctual connection to the information they do and they just expect us to tease that information out.  Some of us are really bad a mind-reading.
I agree with almost all of this, though I'd stop short of the more inflammatory language. I can't think of a single person writing here who couldn't stand to be more attentive to introductions, overviews, and the various other features of a work that convince people to read it and then prepare them to read it. Whether any given author does so by means of a summary table or by means of some other process or device, it certainly needs to be done.


Title: Setting Stat-block
Post by: BlueFalcon on June 10, 2008, 09:49:18 PM
KISS (Keep it Stupid Simple)

---------------Your Settings Name------------------
Genre: (FIll in with Fantasy, Fantasy/Horror, SCI-FI, Western O.o?)
Rule System: DND X.X, GURPS, Custom, None...?
Quick Description: (LImited to maybe 4 to 5 sentences, and not ones that go on and on where you could just say, "Here be thy list of qualities: Strong, bold, amazingly awesome, etc... etc. etc." See this is now the beginning of sentence number two....
-----Power Levels-----
Magic: Low Middle High None
Characters: Die-a-lot, die some, never die


Those five things would tell you more than enough at a quick glance as to whether or not you'd use it. There might be some more general questions, but I think if you just kept it to a basic Genre, Rules, Quick Description you'd be more than good for an at-a-glance feel for what you're about to read.

I mean, if your group is dead set to only play DND 3.5, and you don't want to convert stuff from a setting built for GURPS 5e, why would you look at someones campaign built for that? I'm not saying one rule set is better than another however....


Title: Setting Stat-block
Post by: SilvercatMoonpaw on June 11, 2008, 06:13:32 AM

Luminous Crayon

the more inflammatory language.

Which was that?


Title: Setting Stat-block
Post by: Lmns Crn on June 11, 2008, 07:15:43 AM

SilvercatMoonpaw


Luminous Crayon

the more inflammatory language.

Which was that?
Minor, and I'm certain it was unintentional. But since there've been threads in the past where, by your choice of words, you have ruffled feathers without really meaning to, I thought I'd point it out here. Spoilered so others can easily skip over and get back to their regularly-scheduled thread.

This

Quote

I find a lot of the settings on this site are way too wrapped up in themselves,
Some of us are really bad a mind-reading.[/quote]


Title: Setting Stat-block
Post by: SilvercatMoonpaw on June 11, 2008, 08:52:05 AM
Sorry.


Title: Setting Stat-block
Post by: Superfluous Crow on June 11, 2008, 09:18:12 AM
So, should we try and come up with a universal block that people can fill out with answers as they see fit, or should we let the design of the box itself be up to the author as well?


Title: Setting Stat-block
Post by: snakefing on June 11, 2008, 09:44:08 AM
I think that Blue Falcon's KISS principle is good, keep the basics simple - a short and sweet block that wouldn't be out of place in a list or summary table.

At the same time, people should be encouraged to expand on this a bit with things like tone, theme, core ethos, list of races, whatever else seems relevant - all as part of the same introductory post. So the top level post on a setting would start with a basic summary, then go on to a more free-form section that provides a high-level intro to the unique aspects of the setting.


Title: Setting Stat-block
Post by: Matt Larkin (author) on June 11, 2008, 09:45:17 AM
This is the sort of thing that could be easily templated for wiki-based settings as well.


Title: Setting Stat-block
Post by: LordVreeg on June 11, 2008, 10:51:00 AM
urgg.
Like squishing the words, 'Collected works of Shakespear, drama, comedy, tragedy, history, and a few Sonnetts' on the back of a matchbook.
I appreciate the sorganized entiment, but it will be (to paraphrase an earlier thread) a scorching day on Satan's skating rink before I use one.


Title: Setting Stat-block
Post by: Superfluous Crow on June 11, 2008, 11:46:34 AM
Well, Vreeg, it's not meant to replace your campaign setting...
Simply meant to help gather more interested readers :)
Of course, you do have plenty already, but still... new ones then  :-p
And nobody says you have to limit the "answers" (for lack of a better word) to a few predetermined choices. Just write whatever suits your setting.


Title: Setting Stat-block
Post by: beejazz on June 11, 2008, 11:57:13 AM
It seems a little fantasy-centric. It's missing an entry for "tech" and "races". And religion, while important, may be too much to include in the template in some cases. I'd hate to have to stat out (say) Earth.

EDIT: And stat-blocks for certain individual elements, like nations and things, would be nice too. *shrugs*


Title: Setting Stat-block
Post by: Superfluous Crow on June 11, 2008, 01:45:25 PM
True. And a tech entry could be useful for fantasy as well. I agree, like i also said before that a religion entry seems a bit too much, and not really of that much use, unless we changed it to state a simple sentence or two on how religion and faith works in the setting. And stat-blocks for other elements would indeed be nice, though perhaps not as "mandatory" as a setting block. But we could still try to come up with a common template for them for the CBG for those who want to use them.


Title: Setting Stat-block
Post by: Nomadic on June 11, 2008, 02:04:52 PM
I don't think we even necessarily need a default template. What we might need is to give authors a better idea of what is important in a summary (either as a template or as a few short paragraphs) that will hook your readers. I think that from my perspective there are some things you need to have... i.e.

Name, Ruleset, Theme, and Power Levels.

Other than that I think it is pretty much up to the creator to put in what they think is necessary. Those things though laid out clearly can help someone decide if they want to read more on your setting. It helps them get a feel of what it is about.


Title: Setting Stat-block
Post by: Superfluous Crow on June 11, 2008, 03:26:30 PM
Personally,i'd like a bit more info than that. But of course, none of this is meant to be forced upon anybody. But still, i think we should make a template-template with the things people want to know, and then the authors can cut off and change as much as they want


Title: Setting Stat-block
Post by: Nomadic on June 11, 2008, 03:28:35 PM
Well I never said that is all they want, those are only the basics that they pretty much all need. Beyond those though it is mostly dependant on the writer.


Title: Setting Stat-block
Post by: Superfluous Crow on June 11, 2008, 03:42:55 PM
Well, we can always establish some guide lines :-P


Title: Setting Stat-block
Post by: Ishmayl-Retired on June 11, 2008, 04:03:55 PM
Yay for arbitrary rules!  :yumm:

(I really don't mind either way, but I doubt I'll do much in the way of "enforcing" people to use a box... we can just set it up as "recommended")


Title: Setting Stat-block
Post by: snakefing on June 11, 2008, 04:13:27 PM
Nah, no rules, just a community standard.

Which you'll be shunned if you violate.


Title: Setting Stat-block
Post by: LordVreeg on June 11, 2008, 04:23:47 PM
LordVreeg, the Shunned.  I'm liking the sound of that.
Vreeg is, afterall, the original Iconoclast of Celtricia...


Title: Setting Stat-block
Post by: Superfluous Crow on June 11, 2008, 05:11:12 PM
Well, Ish, if we do make a box, can we at least have it placed somewhere on the site so people can copy it into their settings? :)


Title: Setting Stat-block
Post by: Nomadic on June 11, 2008, 05:46:42 PM
I agree with that, it should be in an easy to find location for newcomers to view and copy.

And Vreeg, it may sound cool... but shunned people get turtle wax duty (i.e - you have to wax the turtles shell till it shines like a mirror). There was also something about cleaning the feathers of a crippled crow.


Title: Setting Stat-block
Post by: Kaptn'Lath on June 11, 2008, 08:23:21 PM
I think we maybe looking at this the wrong way (that and i dont want to suffer the Vreeghammer), instead of a templete for posting the whole setting, just have rules for the "header" or "summary" after which the author can post the bulk info in whatever format they choose. (because one size wont fit all and here at the CBG we have 2 pages settings all the way up to Grand Epic like celtricia, heaveneast, tephra, jade stage (and more) and everything inbetween. We need to make something that works for BOTH. For the noob, it will be neccessary, for the pro it will be conformitory.

Suggestions:
Genre/Tone
Rules System:
Era: (timeframe - ex, dark ages, classic greek, imperial rome, renaissance, 1800s, victorian)
Magic Influence: High, low - but can also convay significance to world/sociaty
Technology Influence: Same as magic
10 Words: Challange the Author to come up with 10 INDIVIDUAL words that describe the world. "Hook Line"
(ex. Gritty, Dark, Contrast, Flamboyant, Deep)
Races: There be Elves here.
Gods/Cosmology: some writers have one or the other some have both.
Relgions/Churches: could be combined with above.

How does that look to you guys? Afterwhich the author can post the information however they want, but everyones first half page will have the same information.

Also it dosent have to be a "stat block" that has to be filled out, but rather a set of "5 Expectations" that can be met however so long as the info is convayed in the first half page.


Title: Setting Stat-block
Post by: Nomadic on June 11, 2008, 09:32:48 PM
I don't think that gods/religion should be a prereq. Some settings it wouldn't make sense to have them in there. I think that should only be included by the creator if they play a huge role


Title: Setting Stat-block
Post by: BlueFalcon on June 11, 2008, 10:28:50 PM
I don't think races, gods, or religions truly separate one setting from another. Do I really need to know that 10/12 fantasy worlds have some variety of elves? If you give a general feel for what your world is about, don't your gods, races, and religions directly or have a very keen similarity to the flavor?

For example, if your world is about evil and how awesome it is to be evil, won't most of the gods be evil. Then on top of that wont your religions believe in these gods, which in turns they commit evil. To further add to this, races become evil, or at least the majority of them. That same evil world could be 4.0's point of light idea. Mostly evil, with the few good surviving and struggling to push it all back. Or maybe one really strong dark god who has sapped all of the good gods powers and made them too weak to fight. But that still seems more like a campaign flavor and not a key to me.

Another example is Ebberon and Forgotten Realms. I had to dig deeper than races, religions, classes, gods to find out what made them two distinct from each other. It took me a long time due to just skimming over the races and classes and said meh, they're both just another fantasy setting. They're not however. The general feel for or description of what the worlds are like make a much better picture. High Fantasy and Billions of Drizzt clones to follow, or a DND setting set to high action high combat. I still like Ravenloft, and what I've read about Dark Sun. And that was just from the general description. But maybe it's because I put more importance in flavor than what other people would in their options for classes, races, faiths. Toe-may-toe, toe-mah-toe. *Shrug*

I actually like Lath's 10 word idea A LOT! Time to use words like imperturbableness and adiaphanous... Actually... useing fancy words that like .00001% of the world knows is a terrible idea.

Also, because I'm new here I may be confused.. but for further clarification, is this for wiki's or posts in some form. Or something entirely different. I assumed it was for the wiki but some posts seem to be relating it to something else that I'm just not seeing. As far as the wiki goes, finding a sci-fi setting would be tricky to find without reading through every single setting, which I haven't done yet. (There's a lot to read on some of them :-) ).


Title: Setting Stat-block
Post by: Kaptn'Lath on June 11, 2008, 11:35:24 PM
ok i think i got a little mis understood, i wasent listing the "important stuff" i was trying to list "most of the stuff" that would be created, writen, or posted here... all the stuff that COULD be part of a setting. I am not saying Gods/Religions/Cosmology is important (or not) all i am saying is that if the person is just using core 3.5 DnD Gods wouldnt you want it to say so clearly, without "flavor text" in the first paragraph or two? same with races if someone has added a couple races unique to there setting then they could just put "Races: 3.5 DnD Core Plus the Purpleheaded Orangutang People) and you would know that somewhere in that mass of writing is information on the Purpleheaded Orangutang People, and everything else is standerd races...

As far as forgotten realms is concerned... i think Mystra, Grummsh, Selune, Corellion, Gnomes of Latan, and the Church of Bane added to FR and its flavour quite well thank you :)
Not trying to "prove you wrong" i respect and agree with your point, just i think FR was a bad example for Gods/Religions not influencing the world/setting...

Basially my point is this... i agree that Gods/Relgion may not be that important... but it should still be listed... execially since it encompasses so much encluding Cosmology... (how your world began)


Title: Setting Stat-block
Post by: beejazz on June 12, 2008, 12:11:50 AM

BlueFalcon


I don't think races, gods, or religions truly separate one setting from another. Do I really need to know that 10/12 fantasy worlds have some variety of elves? If you give a general feel for what your world is about, don't your gods, races, and religions directly or have a very keen similarity to the flavor?
For example, if your world is about evil and how awesome it is to be evil, won't most of the gods be evil. Then on top of that wont your religions believe in these gods, which in turns they commit evil. To further add to this, races become evil, or at least the majority of them. That same evil world could be 4.0's point of light idea. Mostly evil, with the few good surviving and struggling to push it all back. Or maybe one really strong dark god who has sapped all of the good gods powers and made them too weak to fight. But that still seems more like a campaign flavor and not a key to me.[/quote]Another example is Ebberon and Forgotten Realms. I had to dig deeper than races, religions, classes, gods to find out what made them two distinct from each other. It took me a long time due to just skimming over the races and classes and said meh, they're both just another fantasy setting. They're not however. The general feel for or description of what the worlds are like make a much better picture. High Fantasy and Billions of Drizzt clones to follow, or a DND setting set to high action high combat. I still like Ravenloft, and what I've read about Dark Sun. And that was just from the general description. But maybe it's because I put more importance in flavor than what other people would in their options for classes, races, faiths. Toe-may-toe, toe-mah-toe. *Shrug*[/quote]Also, because I'm new here I may be confused.. but for further clarification, is this for wiki's or posts in some form. Or something entirely different. I assumed it was for the wiki but some posts seem to be relating it to something else that I'm just not seeing. As far as the wiki goes, finding a sci-fi setting would be tricky to find without reading through every single setting, which I haven't done yet. (There's a lot to read on some of them :-) ).
[/quote]
Welcome aboard. I think it might be a good idea to index settings by genre. Are we doing this already? Could we be?


Title: Setting Stat-block
Post by: Kaptn'Lath on June 12, 2008, 01:45:29 AM
well the wiki has a proper layout, and there arnt enough settings there to need any formal organisation, so i belive this is for forum threads primarily in the "Homebrew" section...


Title: Setting Stat-block
Post by: Superfluous Crow on June 12, 2008, 04:06:45 AM
Well, the way i see it, the block isn't just for layout but also for ease-of-use of other people's settings, so i definitely think we should add these to the wikis, and as many of the forum settings as possible.
As far as religions go, maybe we should just forget the entire  listing religions-idea, couldn't we just say that the norm is for people to write a few lines on how religions work?
Examples: "Mostly atheist, with a few cults", "Many major pantheons with interfering gods", "Various religions with no actual gods, and no divine powers"
Then you'd get something out of it.
As to another suggestion, what about having the author lists a few of the points of interests in his setting that you should read to get a good idea of the theme and tone?


Title: Setting Stat-block
Post by: SilvercatMoonpaw on June 12, 2008, 07:36:03 AM
Are we focusing too much on what seems required to be included rather than simply focusing on what is probably a better idea: encouraging some form of simple summary in each setting thread.

I mean, I've got a setting idea I may post here, but I'm not good with religions and just tend to ignore the whole aspect one way or another.  I wouldn't bother with that line even if I had some.


Title: Setting Stat-block
Post by: Lmns Crn on June 12, 2008, 07:44:14 AM

Lath


well the wiki has a proper layout, and there arnt enough settings there to need any formal organisation, so i belive this is for forum threads primarily in the "Homebrew" section...
There's a lot of overlap between the wiki and the forums. A lot of people who have stuff on the wiki are experimenting with that format now, in addition to things they've already posted on the forums.

Edit:

SCMP

Are we focusing too much on what seems required to be included rather than simply focusing on what is probably a better idea: encouraging some form of simple summary in each setting thread.
Yes, absolutely.


Title: Setting Stat-block
Post by: Superfluous Crow on June 12, 2008, 08:01:35 AM

SilvercatMoonpaw


Are we focusing too much on what seems required to be included rather than simply focusing on what is probably a better idea: encouraging some form of simple summary in each setting thread.

I mean, I've got a setting idea I may post here, but I'm not good with religions and just tend to ignore the whole aspect one way or another.  I wouldn't bother with that line even if I had some.


Yup. This is merely meant as a, hopefully at some point in time official, recommendation and encouragement to setting creators.
What i just think that we should/could do is come up with a general template that people can then modify however they want, but made anyway so us setting makers have an idea of what other readers want to know before they start reading, and so we don't have to come up with it all by ourselves and suddenly receive a comment saying "couldn't you add something about exhibit A in your introduction?" (however unlikely that exact comment might be).


Title: Setting Stat-block
Post by: Kaptn'Lath on June 12, 2008, 12:18:53 PM

Crippled Crow


As far as religions go, maybe we should just forget the entire  listing religions-idea, couldn't we just say that the norm is for people to write a few lines on how religions work?
Examples: "Mostly atheist, with a few cults", "Many major pantheons with interfering gods", "Various religions with no actual gods, and no divine powers"


I believe thats my point, i dont know how this is turning into a "debate" about wether religion is important to a setting as a wholen or not, its just about posting what you have or have NOT done in a summary so the reader gets the information as soon as possible. Its ok to write 100+ pages for your setting and use Generic Core Gods, just like its ok to use Generic Races, or Rule Set, or Medival Technology, or the "Sleep-Magic Missle-Fireball" Spells, its just about listing that information in a summary not about what makes a "Good" setting. Can we stop arguing about whats important to SOME and not imporatant to OTHERS, and just agree on a loose large framework, to plunk our ideas into?


Title: Setting Stat-block
Post by: Superfluous Crow on June 12, 2008, 12:38:32 PM
Well spoken. I, for one, would like to see the following:
Major theme - gets you an idea about what the campaign is about.
Tone - gives you an idea about how the campaign should be read.
Genre - Gives you an idea about whether this is interesting for you or your game in any way.
Technology level - gives you an idea of what to expect
Magic level - gives you an idea of what impossibilities can be achieved
Religion level - gives you an idea of what gods can do
Ecology - humans and real-world animals, or home-made freaks only?
Alignment scale (bad name) - grey-scaled or black and white? (this could maybe go under genre, but not always)
(EDIT: Forgot the system... important as well, especially for people who mostly want to comment on the crunchy bits)

Other ideas:
Geography: Ocean, supercontinent, or islands; metropoli or city-states?
Power level - think this goes under tone most often, but somebody asked for a "how often do PC's die" entry before
Places to start - title says it all
Links - links to relevant pages
Inspirations - again, kind of a no-brainer
10 words about your campaign
Points of interest

I didn't really look the old posts through, so did i miss something? And any of these that can be folded together to Keep It Stupid Simple (that was the name right?)?


Title: Setting Stat-block
Post by: Kaptn'Lath on June 12, 2008, 02:27:06 PM
I like it, expecially the "Places to Start", they also usually represent the most "Fleshed out" or detailed areas too... could be combine with "Points of Interest" also i think theme and tone could be combined. I dunno about Alignment as thats per individual, unless your talking world wide and then i think it fits in tone or theme.

So here is an example using Tu'loras (very short, indivual authors can flesh it out more, just being lazy here)

System: DnD 3.5 (soon to be 4e)
Title: Tu'loras - The Twisted Mirror
Theme:/Tone: A world where you can find anything somewhere, but nothing everywhere. Simple Fantasy for all tastes, elements of high fantasy, realism, versimilitude, and freedom of PC choice. 2nd Edition Flavor/Old School.
Inspirations - Earth History, Forgotten Realms, Warhammer
Genre - Medival Fantasy
Technology Influence: Typical low medival technology, Gnomish Cannonering and Muskets, Dwarven Steel, Elven galleons, and major empire has "romanesque" civil technologies (roads, baths ect)
Magic Influence: Mostly low magic (rarity not power). Spellcasters are uncommon, with less that 10 at level 20-30 world wide. Some rare places of "magic power" not every ruin.
Ecology/Races: Forgotten Realms standered
Churches/Religion: DnD Core Dieties folded into Real Earth Mythologies, Plus simplifed FR racial pantheons, Added a trio of gods/churches based on christianity, islam, and buddist with Fantasy flavour.
Planar Cosmology: 4e standard, modified to add setting specific pantheons.
Geography: Pangea with two sub continents. Earth Climate.
low on kingdoms, high on city-states
Places to start/Points of Interest: The Republic of Amah, The city-states of Gharrowein Bay, the Nordic Kingdom of Farween, The Tradeport of Al-Kalad, The Mindflayer Empire of Khin, the Mikaboshi Shogunate.
Links - www.cartographersguild.com (where the maps are)
10 Words - "Gritty, Dark, Dirty, Diverse, Simple, Familar, Unpredicable, Classical, Cosmopolitan, Immersive" (maybe just 5 would do... heh)

So how does that work? its not about Tu'loras being a good setting, but is that enough information to make the decision "do you want to know more?" or "meh, not my thing" without ready 5-20 pages of text.


Title: Setting Stat-block
Post by: Nomadic on June 12, 2008, 04:22:08 PM
I like it and could go for that type of setup.


Title: Setting Stat-block
Post by: Superfluous Crow on June 13, 2008, 06:44:02 AM
It is missing a system entry ain't it?
Otherwise a truly beautiful exampe :-p
No, really, looks nice. And we could just rename the "10 words" "associated words" or something like that. Anyway, is there anybody who can stitch this into some kind of table? And maybe a separate wiki-table as well (different types of code right?)


Title: Setting Stat-block
Post by: Kaptn'Lath on June 13, 2008, 09:31:04 AM
yea all we need is a "vote of approval" from the powers that be or something, unless anyone has anything else to add to the block...


Title: Setting Stat-block
Post by: Superfluous Crow on June 13, 2008, 09:57:48 AM
We'll just let the thread simmer for a bit, and then i'll PM Ish if necessary


Title: Setting Stat-block
Post by: the_taken on June 16, 2008, 01:05:10 PM
I'm going to try the template and see if anything needs tweaking.

System: 54 Swords
Title: Pirates of The Cumulonimbus
Theme:/Tone: Scurvy Pirates boarding onto other people's ships, riffling thru their closets (and pockets), and the occasional monologue about morals. It's allot like D&D, only with less ninjas and more flying.
Inspirations Classical literature romanticising piracy on the high sees, Pirates of the Caribbean, a discussion on how MtG is not a good role playing game, Poker, and cloud watching
Genre Pirate Fantasy
Technology Influence: Late Middle Ages, Renaissance, early 20th century, and Steam Punk.
Magic Influence: The supernatural is delegated to the exclusive role of MacGuffin.
Ecology/Races: Humans and cattle and wild unexplored juggles.
Churches/Religion: Hippie Church of Nice Fairies, Homicidal Church of Jesus' Mom, Draconian Church of Jesus' Dad, Not -so-popular Church of Greek Gods, Cannibalistic Church of Bloodthirsty Head Hunters.
Planar Cosmology: When you die, you go to hell and get tortured for living. Then you get judged on whether or not you lived up to you destiny. Then you get tortured some more. If you were awesome in life, you get reincarnated as a powerful celestial or diabolical entity. If you were rather boring in life, you get sent back with a more difficult destiny to fulfil. Sometimes your destiny will be at odds with others. Sometime your destiny will be impossible to fulfil.
Geography: Persistent, structurally sound cloud formations capable of supporting several thousand tonnes of weight without buckling, hovering over an endless see of monsters. A few desert isles do the ocean...
Places to start/Points of Interest: Monster Isle of Katamari, Upper Cloud of Frozen Fruits, Generic Trade Port featuring Wenches, Lost City on Cloud 9, Capitol Cloud of Business Venues, Carrot Cloud of Kitten Clobbering
Links: The Swashbuckling Engine (http://www.tgdmb.com/viewtopic.php?t=48695) and again Here at The CBG (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?50497)
10 Words: "I don't have the literacy skills to describing this setting."

Yeah, the ten word requirement is gonna be a problem. :-p


Title: Setting Stat-block
Post by: Nomadic on June 16, 2008, 02:58:48 PM
Nice, I think I will do the same.

System: Unfinished Custom
Title: Unconquered Realm
Theme:/Tone: A world where everyday life is a true struggle. Humans live within fortified cities, surrounded by nightmarish nature.
Inspirations: Survivalism, Ancient Mesopotamia, Medieval Europe and Middle East, Classic Fantasy
Genre: Survivalist Fantasy
Technology Influence: Middle Ages
Ecology/Races: Humans and Human-derived races, various nightmarish creatures in the wilderness.
Churches/Religion: Various different churches devoted to different gods and groups of gods. Some in conflict with each other. None can be sure which one, if any, is the right church to follow.
Planar Cosmology: Nobody is sure, different religions each have their own take on this.
Geography: Standard continent slightly south of worlds equator, high variety of terrain and climate.
Places to start/Points of Interest: Palaoyr, Pikes Point, Kaman
Links: Various ones so won't put them here.
10 Words: Survival, Hectic, Dangerous, Deceitful, Shifting, Changing, Isolated, Open, Ruin, Chaos

Actually this seems good. Granted it doesn't work for my setting, but I just copied your sheet. I think that as long as a person can choose what to put in that will help summarize it, it is going to work fine.


Title: Setting Stat-block
Post by: the_taken on June 16, 2008, 03:13:38 PM
The tone on that one is the same as 4e. Points of light and all.


Title: Setting Stat-block
Post by: Matt Larkin (author) on June 16, 2008, 03:58:51 PM
Is there any reason the system entry appears before the setting title? I would think since most of us are setting builders first, the title of a work is the most important thing (especially for those of us system neutral writers).


Title: Setting Stat-block
Post by: Superfluous Crow on June 16, 2008, 04:43:06 PM
Well, Lath had forgotten to insert the system entry, so when he  edited it he just put it in the beginning. My personal example: http://www.thecbg.org/wiki/index.php/Broken_Verge
uses the title-then-system order.


Title: Setting Stat-block
Post by: Kaptn'Lath on June 16, 2008, 05:15:11 PM
yea i just stuck it in at the top... i dont think you have to follow the exact order or anything, or even call the entries the exact same either just so long as the right information is there to hook the reader. Very open format you could even remove a section or two if there is nothing to say (dosent fit with your setting) but i still think its better to just put "generic X" as your answer than put nothing and have the reader wonder if there is anything on that area/section.

although now that i think about it system should be near the top, if you think from the prospective of the reader they want to know if your setting is the same (or similar) to what they play at the their table... Can i use this or not? or How hard is it to convert to what i need?


Title: Setting Stat-block
Post by: Nomadic on June 16, 2008, 05:29:14 PM

the_taken


The tone on that one is the same as 4e. Points of light and all.


Hmm? If you are referring to UR, there are no points of safe haven. The cities just exchange the risk of being eaten for the risk of being stabbed in the back (figuratively or literally).


Title: Setting Stat-block
Post by: Superfluous Crow on June 16, 2008, 05:39:29 PM
This is the "official" block i sent to Ishmayl in an as of yet unsuccesful attempt to get it on the page somewhere.

The Stat-block

Title: [Name]
System: [system + modifications]
Theme/Tone: [What the world is built around, and how it should be read.] (But you were the one who wrote the Guide article about if i remember so you might have a better description)
Inspirations: [Things you have been inspired by]
Technology: [Level of technology]
Religion: [What position religion has]
Magic: [What position magic has in the campaign]
Ecology/Races: [What creatures exist in your campaign (short description)]
Cosmology: [Planes]
Geography: [Basic layout of world]
Points of Interest: [Things you want the readers to look at first]
Links - [relevant links]
[X] Words - [A few adjectives describing your campaign]


Title: Setting Stat-block
Post by: the_taken on June 16, 2008, 06:03:30 PM

Nomadic


the_taken


The tone on that one is the same as 4e. Points of light and all.


Hmm? If you are referring to UR, there are no points of safe haven. The cities just exchange the risk of being eaten for the risk of being stabbed in the back (figuratively or literally).


Ah... your setting has more depth. Awesome.


Title: Setting Stat-block
Post by: Nomadic on June 16, 2008, 06:47:06 PM

the_taken


Nomadic


the_taken


The tone on that one is the same as 4e. Points of light and all.


Hmm? If you are referring to UR, there are no points of safe haven. The cities just exchange the risk of being eaten for the risk of being stabbed in the back (figuratively or literally).


Ah... your setting has more depth. Awesome.


Hehe, well I have always believed that if you can't create a setting with more depth than the DnD core editions... you need to rethink your campaign building strategy.


Title: Setting Stat-block
Post by: Seraph on August 26, 2011, 09:58:32 PM
Bumped!

I thought this was valuable, and thought it should be put back into circulation.


Title: Setting Stat-block
Post by: Seraph on August 28, 2011, 06:01:46 PM
Cad Goleór Stat Block
System: Pathfinder + Certain Rules Variants
Theme:/Tone: Fate favors the Bold (or "Madness is next to Godliness").  No man is an Island.  /Magical, Dangerous, and Wondrous.
Inspirations - Earth History, Celtic Myth, Celtic Folklore, Arthurian Legend, Norse Myth, Fairy Tales
Genre: Dark Age Fantasy
Technology Influence: Early Iron Age technology.  As many places use bronze tools and weapons as iron.
Magic Influence: Mixed.  High-Level magic is rare, with less than 10 casters above level 15 in the known world. Weather and crop-related magic rituals highly integrated into society.  Witches as midwives, apothecaries, and healers.  Druids as priesthood, lawkeepers, and the ones who keep the world spinning, so to speak.  Many places of "magic power," though not every ruin. Magic Stone circles, Magic Wells, and Magic islands are fairly common.  
Ecology/Races: All Kingdoms on the Material Plane are ruled by Humans, and humans make up at least 90% of the population demographic of any given kingdom, probably more.  In many campaigns, all PCs might be human.  Sometimes PCs can be half-blooded Sidhe or Fomorians, though.
Churches/Religion: Druidic Polytheism, which reveres a whole pantheon of gods, rather than having everyone worship only one.  May be some minor cults honoring single deities, but Druids and regular folk worship all of them.
Planar Cosmology: Only three main planes: Abred, the Mortal World (Material Plane); Annwn, Realm of the Sidhe (a la 4e Feywild), Gwynvyd, the Realm of the Gods (The Upper Planes)
Geography: Two main islands populated filled with several petty kingdoms.  
Places to start/Points of Interest: Tulainn, Abhainnath, Ceann Balor
Links - To be added later.
10 Words - Daring, Enchanted, Mythic, Perilous, Wild, Raging, Noble, Heroic, Dreamlike, Madness


Since others had done it, I decided to add my own.


Title: Re: Setting Stat-block
Post by: Xeviat on November 15, 2011, 09:43:24 PM
This was something I had clamored for way back in the ancient age of the CBG; there was always just enough dissent that a full template/outline/guideline couldn't be debated long enough. I'm one of the few creative sorts that love structure, where others feel that leads to formula.

I like how this formula has formed, and I'm glad to see it coming back. I'll give it a try:

"Three Worlds"? Stat Block
System: D&D 4E/Mutants and Masterminds (both house ruled)
Theme/Tone: Grand adventuring in a big world, organic world.
Inspirations: Lord of the Rings, D&D, Future Earth, Western and Eastern Mythology.
Genre: High Fantasy
Technology Influence: Late Medieval to Early Renaissance: Iron and Steel weapons and armor, Stone fortresses still in effect, cannons and muskets are new, and age of exploration-style wooden ships.
Magic Influence: Magic is common, Spellcasters are uncommon but not rare. Magical Rituals are as simple to do as cooking, where one can be better than others but anyone can follow the instructions. Actual casters who can fire off "magic missile" till the cows come home are more rare. Magic is codified within the five elements (Air, Earth, Fire, Water, and Aether), which enter into many facets of life.
Ecology/Races: The existence of six major civilized races other than humans make humans less omnipresent than on Earth. Much of the world is pristine wilderness, protected by powerful spirits and populated by uncivilized races (some more savage than others). The flora and fauna of the world are quite different from those on modern Earth.
Religion: Largely shamanistic and animistic, with some powerful spirits being elevated to god status. Few gods have monotheistic-like churches, such as the churches of the Knights. Gods are spirits who are worshiped to receive their blessings and guidance, while Demons are spirits who are worshiped to avoid or redirect their destructive actions.
Planar Cosmology: Two-Planes, Terran (the material plane) and The Spirit World (home of gods, demons, and all manner of fey and the spirits of the dead).
Geography: An entire world, the size of planet Earth. The majority of the current setting takes place on a large continent the size of Asia and a smaller island continent the size of Australia.
Places to start/Points of Interest: The Holylands, the home of the renaissance; The Capitol Hunerst, with its grand mile-high spires.
Links: To be added later.
10 Words: Epic in scope and tone, yet "realistic" in its nature.


Title: Re: Setting Stat-block
Post by: Magnus Pym on November 15, 2011, 11:16:50 PM
The Plaguelands
System: Elegant10 slightly modified
Theme/Tone: Brutality, Horror
Inspirations: Taken from Earth's history but also a multitude of rpgs and campaign settings.
Genre: Dark Horror Fantasy
Technology Influence: Early to mid medieval I guess, with doses of primitiveness, stone constructions are somewhat recent, no guns, ships available
Magic Influence: Frowned upon. Practitioners of magic, often called sorcerers or witches, are chased and executed in the only real city that remains standing. Though sorcery once prevailed in the defunct empire, so it's not impossible to behold a miraculous feat.
Ecology/Races: With alien invasions, the mockery of mankind called Aenema increasing in numbers with each lives lost, the infestation of some places by mutated vermins and the massacre of most human communities, each sentient races fight for dominion.
Churches/Religion: Monotheism, Shamanism (under its many forms)
Planar Cosmology: Universes, galaxies, worlds, masses... enough said.
Geography: Not unlike Earth, though modified slightly to include funky elements. In this world, you can find rivers of blood, pools of strange fluorescent liquids and seemingly unnatural landscapes, just to name a few.
Places to start/Points of Interest: Rampur, Seven Horrors, Mortica, Swallow City
Links: In signature
10 Words: Brutal, Savage, Alien, Plague, Barren, Carnage, Eldritch, Intrigue, Faith, Madness


Title: Re: Setting Stat-block
Post by: Kindling on November 16, 2011, 07:49:50 AM
Demon-Haunted (working title)
System:
Iron Heroes d20/Savage Worlds/anything else you want to use
Theme/Tone: Darkly heroic adventure.
Inspirations: The Slaine comics, Robert E Howard, Michael Moorcock, the Barbarian Invasion expansion for Rome: Total War, Bolt (http://www.youtube.com/watch?NR=1&v=lcRNypKzU44) Thrower (http://www.youtube.com/watch?v=AzhoURAKoMA) and just the general glut of fantasy media I have consumed throughout my life.
Genre: Sword & Sorcery
Technology Influence: Late Roman to Early Medieval, depending on region. Some peoples come across as more "backward" than that, but it tends to be to do with culture influencing their use of tech rather than an inability to do so (for example barbarian warriors believing it is better to fight naked than to wear armour)
Magic Influence: Magic is rare and scary, most people in the more civilised southern lands don't believe in it. Sorcerers are "usually chaotic evil" - think people like Xaltotun from the Conan stories or Slough Feg and the Drunes from the Slaine comics.
Ecology/Races: Basically Earth-like.
Churches/Religion: Under construction, see this thread. (http://www.thecbg.org/index.php/topic,209357.0.html)
Planar Cosmology: Besides the "prime material" there is another, very vaguely defined, plane of existence, or possibly several, that demons come from. This is not the focus of the setting, at all.
Geography: The majority of the setting is an area a bit bigger than the British Isles, although named peripheral nations expand the setting to maybe two or three times this size.
Places to start/Points of Interest: Severis, the City of Bronze. The Grimdowns, beside Old Lacedon. The heartlands of the Five Tribes. Larr Nesh. (http://www.thecbg.org/index.php/topic,209414.0.html)
Links: http://www.thecbg.org/index.php/topic,78562.0.html http://fc00.deviantart.net/fs41/f/2009/028/0/7/0772dc393ff6179e1dd94a99c8972eb5.jpg http://img.photobucket.com/albums/v56/greenbat/biz00274.jpg http://user.xmission.com/~wad/ff/images/frank_frazetta_branmakmorn.jpg http://simonbisleygallery.com/art/biz00184.jpg http://simonbisleygallery.com/art/biz0013.jpg http://fc07.deviantart.net/fs71/f/2009/342/6/4/Dark_Master_by_TimKelly.jpg
14 Words: "Eyes without life… Sundered heads… Piles of carcasses… These are pleasing words to me…"


Title: Re: Setting Stat-block
Post by: Kalontas on November 19, 2011, 08:33:31 AM
Olam Stat Block
System: Meant for D&D 4E, but no stats were spelled out yet
Theme/Tone: World of myths, which is still shaping its first civilisations
Inspirations: Classical and judeochristian mythology, cultures from all over the world, various other fantasy works in smaller parts
Genre: High Fantasy
Technology Influence: mostly early Iron Age, but a few "oddities" happen around the world
Magic Influence: magic is very common, and is still competing with technology - common people see them both as "arcane knowledge", seemingly not knowing much difference
Ecology/Races: Ecology mainly based on Earth. The "major" race are powerful Nephilim (angels/demons) who spread around the world, but a great deal of other races (including humans and most races commonly regarded as "monster races" in D&D) are still developing, still having a chance to dominate one day.
Religion: The most famous pantheon sits on world's equivalent of Olympus, but there are still the Titans and the animal gods. Nephilim are mostly atheistic, believing in "divinity of the self".
Planar Cosmology: Mostly based on standard D&D, with added unique elements, e.g. Elysium (an opposite of Shadowfell).
Geography: A flat world lying on the "great circle" of the astral sphere. Continents are inspired by Earth's continents, but misshapen to allow for more room for fantasy inspiration (including the equivalent of Atlantis).
Places to start/Points of Interest: Kenaan (Atlantis equivalent - a still thriving Nephilim empire), Hellade (human pseudo-Greek region, dominated by numerous city states), Gallaega (vaguely celtic elven region), The Eastern Empires (Tang, headed by an evil dragon king; Qin, conquered by the Tang, populated by the Kobolds; Han, populated by Qirinals and headed by corrupt beaurocracy)
Links: TBA
10 Words: mythic, young, pristine, malleable, unknown, world where anything is possible.


Title: Re: Setting Stat-block
Post by: O Senhor Leetz on November 20, 2011, 12:26:41 PM
Title: Arga
Theme/Tone: Antiquity-inspired, pre-morality world where glory reigns supreme.
Inspirations: Hellenic and Roman Myth, JRR Tolkien, 300, Homer, Troy
Technology: Anachronistic Bronze Age
Religion: The mortals of Arga place their faith in anything from hero-cults and cthonic spirits, to ghost-kings and the bastard progeny of forgotten powers. There is no one faith or creed that unifies Arga.
Magic: Subtle, dark, and costly.
Races: The Anthos are the only important race left in Arga, although the crumbling empires of the industrious Dura, savage Vorr, and sea-bound Nane dot the world.
Cosmology: These things are not meant to be known by mortals...
Geography: A rugged and beautiful world of storm-scoured seas, blistering sun, crumbling cliffs, and cloud-covered peaks. Like frogs around a pool, the cities of the Anthos cling to the shores of the myriad seas of Arga while savages hunt the mountains and vales.
Points of Interest: The Pellanosi, Old Dura, Mirminox
10 Words - bronze, salt, storms, myth, sails, ruins, vengeance, honor, sun, and glory.


Title: Re: Setting Stat-block
Post by: Kindling on March 14, 2012, 10:11:42 AM
updated from my previous post as "demon-haunted"...

DARK SILVER
System:
Iron Heroes d20/Savage Worlds/anything else you want to use
Theme/Tone: Darkly heroic adventure.
Inspirations: A heavily fantasised "rule of cool" bastard of post-Roman and Anglo-Saxon Britain, the Slaine comics, Robert E Howard, Michael Moorcock, the Barbarian Invasion expansion for Rome: Total War, Bolt Thrower (http://www.youtube.com/watch?v=AzhoURAKoMA), Electric Wizard (http://www.youtube.com/watch?v=5cKkdwAaljM), The Sword (http://www.youtube.com/watch?v=NYCreOzCxP8), badassery.
Genre: Low-magic Dark Ages sword and sorcery.
Technology Influence: Mostly late Roman to early medieval, with a few awesome anachronisms here and there.
Magic Influence: Less fireballs and lightning bolts, more curses and omen-reading.
Ecology/Races: Basically Earth-like.
Churches/Religion: There is a God and there is a Goddess. Different people think of them in different ways, from the Blood God and the Cold Earth of the Neshoi to the Solar Warrior and Vampire Queen of the Grimdowners.
Planar Cosmology: There is the World, and there is the Beyond, where demons lurk in stygian chaos, waiting their chance to turn the World to a maddening ruin.
Geography: The setting is not a whole planet, or even really a full continent. Most of the setting focusses on the North and a few peripheral nations which together are probably about the size of the British Isles and western Scandinavia, although not at all the same shape.
Places to start/Points of Interest: The ruins of Bol-Dinas in the north of the Grimdowns, the frozen holds of Larr Nesh, the savage desolation of Old Lacedon.
Links: See my sig.
14 Words: "Eyes without life… Sundered heads… Piles of carcasses… These are pleasing words to me…"


Title: Re: Setting Stat-block
Post by: Kaptn'Lath on September 13, 2016, 05:32:23 PM
God... this brings back memories... has it really been 8 years? :huh:


Title: Re: Setting Stat-block
Post by: LoA on September 14, 2016, 02:26:52 AM
Eh, I'll throw my hat in to the frey.

Title: Panorah
System: Pathfinder
Theme/Tone: Turning of an Age
Inspirations: Redwall, ASoIaF, Middle Earth, geology, and paleontology.
Technology: Medieval
Religion: There are two great Gods, one is Anora the Light, and the other is Bzzltr the Twisted. Divine magic operates very differently in this world from other standard settings.
Magic: Magic is everywhere, but few can truly wield and control it.
Ecology/Races: The races of this world are descendant from small woodland mammals. Badgers, mice, squirrels, hares, otters, rats, and weasels. The ecosystem is also very Primeval, consisting of Dinosaurs, prehistoric mammals, and other creatures twisted by magic. Also dragons evolved in the northern lands.
Cosmology: There doesn't appear to be one...
Geography: Urthlind is the primary continent, and it has a fairly temperate climate. A Volcano recently erupted creating a period of darkness.
Points of Interest: Urthheight, Mt. Vanora, Dunwood,
Links - Main Page (http://www.thecbg.org/index.php/topic,210383.msg232790.html#new)
In a nutshell: Brian Jacques and JRR Tolkien have a baby which is kidnapped by crazy uncle Goerge RR Martin, but thankfully it's rescued before any trauma could set in.