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  • Setting
  • Setting
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  • Write the first section of your page here. Remember to include links to other pages on the wiki.
  • The setting was the location in which a work of literature took place. The poem Beowulf was set in 6th century Denmark. (VOY: "Heroes and Demons") The setting for the holonovel Janeway Lambda one was ancient England. (VOY: "Cathexis") In 2378, mulling over changing aspects of his holonovel Photons Be Free, The Doctor reasoned he could change the setting from the USS Vortex, which was closely but inaccurately based on USS Voyager. (VOY: "Author, Author")
  • A setting is an environment in which a story or game takes place. The word setting can refer to an area as small as a bar, or as large as a world. Wherever an action is taking place, it is within a set area, with its own rules and laws of nature. This article is a stub. You can help NWN2Wiki by [ expanding it].
  • Setting bezeichnet die Umgebung in der eine Rauscherfahrung gemacht wird. Es ist im wesentlichen bestimmt durch die einen umgebenden Personen, Gegenstände, Bilder und Klänge. Das Setting gehört, neben Droge, Dosis und Set, zu den zentralen Umständen die einen Drogenrausch bestimmen.
  • One of the most distinctive aspects of the Toaru universe is the existence of supernatural powers and abilities. These include both Esper abilities, derived from Personal Reality and associated with the Science Side, and Magic, derived from refined life-force as mana or other energies channeled into forms often based on religions, mythologies and folklore. There are also certain other powers which fall between or outside these two categories.
  • Some say the universe began with a Big Bang. Some say it was the work of a divine entity. What if they were both right? And what if it wasn't intentional?When the Gods created our universe by accident, they saw it as an opportunity to store all their mistake that they do not want people to find out about. Of course, so people didn't find out, it was sealed off and secret... but how strong were the sealings? What if someone from the error universe came through, into the world where everything was improved, and nothing is as he knows it.
  • Location: V City- a thriving metropolis roughly the size of New York City on the western coastline of the main continent in this world. The world is full of magic of all kinds. Those that can use magic are known as Mystics. There are mutants in this world, and they have the ability to harness mystic energy naturally, but can only use it in a set way (i.e. a pyro can only use mystic energy to produce and manipulate fire, etc.). In order to keep up with mystics and mutants, normal humans have adopted technology to try and keep up. In a world of magic, dragons, and technology trying to keep up the world is at constant turmoil with itself.
  • The world of Uld is an ancient one, but the current civilized Kingdoms are young. Recorded history only reaches back one hundred and fifty years. Prior to that is darkness; an epoch-long war between the Kingdoms, which are devoted to order and prosperity, and the chaotic forces of Discordia. Image:Worldofuld.jpg City-dwellers have a huge appetite for the spoils of the ancient world. There is much to be learned from even the lowliest trinket - and the most elite and epic items are so powerful that they could even turn the tide of the war, and restore the world of Uld.
  • The Galactic Republic stood for generations as a bastion of peace in a galaxy of warring star systems. Protected by its stalwart Jedi guardians, the Republic held the greatest hope for the progress of civilization and galactic unity. Deep in unknown space, however, a mighty Sith Empire was forged, led by dark Sith Lords who dreamt of galactic domination and vengeance against their ancient Jedi enemies. After centuries of preparation, the time came for the Sith to make their return.
  • This chat takes place 500 years in the future (approx. 2507). Man has reached the heavens and expanded throughout the galaxy with the help of Flash drives. The main setting for this chat is the moon colony known as Keeper's Dwelling, which is the 'common name' for Colony KDX995 the planet's navigational code used by vessels throughout human space. The moon that Keeper's Dwelling is on is fully inhabitable and human friendly without the need of extraneous life-support systems that other locations require, because of this Keeper's Dwelling has almost all but overtaken the moon it resides on leaving only room for a few small outcroppings of forest and a few parks.
  • There is no more world left in The Chronicles of Spellborn®. Whatever remained after the cataclysm known as the Great Collapse now floats throughout the Deadspell Storm, a swirling nebula of endless sleeping magic. Those born into this strange new existence were originally dubbed the Spellborn. These daevi and human children were born of the survivors who found themselves awake within the Shard of Quarterstone. Once a city where slaves were bred and traded, it became their point of origin from which to explore the remains of their former world and ultimately form a new society: the .
  • The setting of the Peanuts comic strip is a matter of dispute amongst its fans. In the early 1960s, a character named 5 was introduced whose last name, 95472, was the zip code of Sebastopol, California (where Charles Schulz's office was located). However, there is snow during the winter in the children's hometown, suggesting it may be near St. Paul or Minneapolis, where Charles Schulz grew up. There is a comic strip with Linus hugging a sign that said in bold letters, "Pinetree Corners." Schulz stated that he put it in as an "inside joke" and said that was not where the characters lived.
  • The current Crimson Shadow chronicle is set in the fictitious city of San Andreas, California using the map from the Grand Theft Auto:San Andreas game. The area is divided up into three different cities, much like the GTA game. The names and relative styles of these areas have been changed, however. The Northern island contains Hightown. The Southern island comprises Oldtown in the East and the Industrial Town in the West.
  • A Setting or Campaign Setting is the place in which adventures can take place in a role-playing game. The scope of the setting depends on the kind of game the GM and players want. Dungeon: Many campaigns are actually just a loosely connected series of ‘dungeon crawls’ – the player-characters investigate some complex filled with monsters to fight, traps to overcome, and puzzles to solve. GURPS Dungeon Fantasy caters for this kind of encounter. Though there may be areas outside the dungeon which are ‘regular guest stars’ like the city where they’re based, the campaign really revolves around finding and looting one ‘dungeon’ after another. Characters are built to optimise their performance in combat situations. The opportunities for role-playing non-violent character interaction with NPCs is
  • The Lord of the Rings Online: Shadows of Angmar is set during The Fellowship of the Ring after Frodo and company leave The Shire. Players are able to meet the characters from Tolkien's story, including some of the Fellowship. There are four playable races with seven different classes. From Lord of the Rings Online Wiki, a Wikia wiki.
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abstract
  • Write the first section of your page here. Remember to include links to other pages on the wiki.
  • The setting was the location in which a work of literature took place. The poem Beowulf was set in 6th century Denmark. (VOY: "Heroes and Demons") The setting for the holonovel Janeway Lambda one was ancient England. (VOY: "Cathexis") In 2378, mulling over changing aspects of his holonovel Photons Be Free, The Doctor reasoned he could change the setting from the USS Vortex, which was closely but inaccurately based on USS Voyager. (VOY: "Author, Author")
  • The Lord of the Rings Online: Shadows of Angmar is set during The Fellowship of the Ring after Frodo and company leave The Shire. Players are able to meet the characters from Tolkien's story, including some of the Fellowship. There are four playable races with seven different classes. In the initial release, only the following regions of Middle Earth are playable: Eriador including Blue Mountains, the Shire (Old Forest included), South Downs (located east of the Old Forest and south of Bree), Breeland, North Downs (Fornost included in this area), Trollshaws (the forests surrounding Rivendell) and Angmar. The player is even able to travel into the ghostly Barrow Downs, an old set of hills inhabited by the spirits of dead soldiers. Expansion packs will follow the journey of the Ringbearer: Rhovanion, Rohan, Gondor, and Mordor. From Lord of the Rings Online Wiki, a Wikia wiki.
  • A setting is an environment in which a story or game takes place. The word setting can refer to an area as small as a bar, or as large as a world. Wherever an action is taking place, it is within a set area, with its own rules and laws of nature. This article is a stub. You can help NWN2Wiki by [ expanding it].
  • Setting bezeichnet die Umgebung in der eine Rauscherfahrung gemacht wird. Es ist im wesentlichen bestimmt durch die einen umgebenden Personen, Gegenstände, Bilder und Klänge. Das Setting gehört, neben Droge, Dosis und Set, zu den zentralen Umständen die einen Drogenrausch bestimmen.
  • The current Crimson Shadow chronicle is set in the fictitious city of San Andreas, California using the map from the Grand Theft Auto:San Andreas game. The area is divided up into three different cities, much like the GTA game. The names and relative styles of these areas have been changed, however. The entire set of islands is San Andreas county, supported by a single county government. While that government was able to generate sufficient funds once, and exert significant influence on the area, the development of the major "towns," Hightown, and Industrial Town in addition to Oldtown, has significantly eroded the power and capability of the county over the last century. The Northern island contains Hightown. The Southern island comprises Oldtown in the East and the Industrial Town in the West. The San Andreas Metropolitan area contains approximately a million souls. Of which 500,000 are crammed into Oldtown, 250,000 live in Hightown, and 150,000 have settled in various places within Industrial town. the remaining 100,000 are spread between the various smaller towns and other localities in the islands. The areas covered by services from a given major city, such as police and fire protection, are listed under that city. The various suburb towns each have their own services, including fire and police, though they often contract with neighboring cities and the county to help with water, electricity, and waste disposal issues- but are listed together as San Andreas Suburbs. Other areas may not have such capabilities, relying on the limited services of the county if they enjoy them at all.
  • There is no more world left in The Chronicles of Spellborn®. Whatever remained after the cataclysm known as the Great Collapse now floats throughout the Deadspell Storm, a swirling nebula of endless sleeping magic. Amongst the debris of the shattered Ancestor World – as people call the world that was once whole – are new places to live. The Shards: gigantic domed caverns containing the sheltered lands of yore within. The Fragments: smaller pieces of the world ripped apart and floating through the Storm with little shielding. The Raftyards: man-made structures of large rocks and boulders, kept together with rope, Levium-crystals and a bit of luck. Those born into this strange new existence were originally dubbed the Spellborn. These daevi and human children were born of the survivors who found themselves awake within the Shard of Quarterstone. Once a city where slaves were bred and traded, it became their point of origin from which to explore the remains of their former world and ultimately form a new society: the . As the survivors withered away and their progeny ventured deeper into the Deadspell Storm, the Age of Spellborn truly began and The Chronicles of Spellborn® would be written for all to be known.
  • The setting of the Peanuts comic strip is a matter of dispute amongst its fans. In the early 1960s, a character named 5 was introduced whose last name, 95472, was the zip code of Sebastopol, California (where Charles Schulz's office was located). However, there is snow during the winter in the children's hometown, suggesting it may be near St. Paul or Minneapolis, where Charles Schulz grew up. There is a comic strip with Linus hugging a sign that said in bold letters, "Pinetree Corners." Schulz stated that he put it in as an "inside joke" and said that was not where the characters lived. In a comic strip from February 15, 1957 it is stated that the characters live in Hennepin County, which is in Minnesota. In the strip from June 9, 1955 an embarrassed Schroeder admits that he always thought that Beethoven was a native of Minnesota. It only makes sense for him to assume his idol was from his home state. The ending of the segment "Yuletide Greetings from Linus" in the 2002 special Charlie Brown's Christmas Tales has Lucy giving Linus back an envelope with the card that he wrote to the a new girl in his school in it because the address he wrote did not exist. If one looks carefully at the envelope, the writing reads "Sparkyville (in nondescript writing), USA." "Sparky" was a nickname given to Schulz at an early age. The Peanuts specials in the 1960's opened with an overhead shot of St. Paul, the first movie A Boy Named Charlie Brown opened with a shot of Minneapolis. The specials in the 1970s and 1980s (with the captive animation), kept on suggesting the setting was in California (the specials of that era and A Boy Named Charlie Browns sequel Snoopy Come Home were set in Santa Rosa as stand-ins for Minneapolis). It can be argued that Peanuts has greater associations with Santa Rosa, California (where Charles Schulz's new office was) than Minneapolis or St. Paul (especially after Camp Snoopy in that area changed sponsors).
  • One of the most distinctive aspects of the Toaru universe is the existence of supernatural powers and abilities. These include both Esper abilities, derived from Personal Reality and associated with the Science Side, and Magic, derived from refined life-force as mana or other energies channeled into forms often based on religions, mythologies and folklore. There are also certain other powers which fall between or outside these two categories.
  • This chat takes place 500 years in the future (approx. 2507). Man has reached the heavens and expanded throughout the galaxy with the help of Flash drives. The main setting for this chat is the moon colony known as Keeper's Dwelling, which is the 'common name' for Colony KDX995 the planet's navigational code used by vessels throughout human space. The moon that Keeper's Dwelling is on is fully inhabitable and human friendly without the need of extraneous life-support systems that other locations require, because of this Keeper's Dwelling has almost all but overtaken the moon it resides on leaving only room for a few small outcroppings of forest and a few parks. Keeper's Dwelling was initially built to be a temporary colony until the terraforming was done on the planet it orbited, but financial and other distractions have taken place slowing the terraforming process tremendously. Although about 90% complete the planet still has several years before it's capable of sustaining life and allowing construction crews to go down and begin building the first towns.
  • Some say the universe began with a Big Bang. Some say it was the work of a divine entity. What if they were both right? And what if it wasn't intentional?When the Gods created our universe by accident, they saw it as an opportunity to store all their mistake that they do not want people to find out about. Of course, so people didn't find out, it was sealed off and secret... but how strong were the sealings? What if someone from the error universe came through, into the world where everything was improved, and nothing is as he knows it.
  • A Setting or Campaign Setting is the place in which adventures can take place in a role-playing game. The scope of the setting depends on the kind of game the GM and players want. Dungeon: Many campaigns are actually just a loosely connected series of ‘dungeon crawls’ – the player-characters investigate some complex filled with monsters to fight, traps to overcome, and puzzles to solve. GURPS Dungeon Fantasy caters for this kind of encounter. Though there may be areas outside the dungeon which are ‘regular guest stars’ like the city where they’re based, the campaign really revolves around finding and looting one ‘dungeon’ after another. Characters are built to optimise their performance in combat situations. The opportunities for role-playing non-violent character interaction with NPCs is generally fairly limited. These ‘dungeons’ can take many forms: tombs, Evil Temples, defensive complexes where the monsters live and breed, or even whole abandoned cities. Parties will typically go from one to another, the intervals in the rest of the world being passed over as ‘R&R and training time’. GMs for dungeon-crawl campaigns just need a good map of the ‘dungeon’ and the combat capabilities of most of its inhabitants. Dungeons have been described as "fancy flowcharts" and it's an apt comparison. There's a lot of overlap between computer programming and early roleplaying rules that goes back before there were any video games. Take a fresh look at almost any computer "dating simulation" game and you should see they are laid out exactly the same way: You have to fight and figure your way through a maze of alternatives before you get the goodies. City: Many campaigns take place entirely within a single city. Places outside the city are just the names of places where goods come from, never to be visited or to affect the events the player-characters encounter. City campaigns generally involve characters living at the lower end of the social spectrum. Most feature street thieves and local toughs more likely to be involved in an impromptu street brawl than kitting up in full plate armour for an expedition to destroy an evil temple. The opposition tend to be the City Watch or Guard, organised crime (often both in the same campaign, as the PCs try to steer a path between the two to avoid making enemies on either side), or malefactors trying to use the anonymity and resources of the city to indulge in their particular passions. A city campaign-setting requires the GM to have good maps of the city and a large roster of NPCs. Most of the encounters will involve negotiating with NPCs: detective-type encounters where the PCs are trying to find something out, persuading powerful people to help achieve the party’s aims, and even routine tasks like finding somewhere to live. But there is also the scope for small ‘dungeon crawls’ where the object of the scenario is to acquire or investigate something in a setting that turns out to be just like a small dungeon – a necromancer’s Tower in the city, for example, may not have the scale of a vast Evil Temple in the wastelands, but there can still be traps, Undead and other guardians, and treasures to loot. A good example of a fictional series which gives the feel of a city-based RPG campaign is the Thieves’ World™ series edited by Robert Lynn Asprin. World: A much wider variety of adventures become possible when the setting is opened out to include the rest of the world. A typical effect is that as the scope of the setting grows wider, repeat involvement of the PCs with areas or NPCs decreases. If a party arrives in a new city, they will visit a generic inn, blacksmith, armourer, etc. as compared to the known craftsmen of a city-based campaign. World-based campaigns require the GM to have a much broader resource in terms of maps and locations, but they need not be as detailed. These campaigns are really halfway houses between the pure dungeon-crawls and city-based campaigns. PCs travel much more widely and have more social interaction, but will often find themselves pitched against ‘dungeons’ of one kind or another. At higher levels, the campaign may grow closer in flavour to the city-based games, but on a larger scale. The PCs have more interactions in social circles than when they started: as powerful people in the county / country / world, they might be asked for ‘favours’ by important politicians, nobility, etc. The Yrth campaign setting (detailed in the book GURPS Banestorm) is the ‘official’ GURPS product which epitomises a world-based campaign resource. It includes details of all the countries, many of their rulers and significant personalities, and the societies they have produced. Universe: Universe-straddling campaigns are almost always rooted in science fiction. Most of them are just world-adventures on a larger scale: instead of the PCs’ Baron having a territorial dispute with the neighbouring Count over ownership of the local forest, the PCs’ homeworld will be part of a United Federation of Planets disputing ownership of a strategic hyperspace intersection with a rival Confederation. Because of the limited connections between the different parts of the galaxy or universe, GMs can treat each adventure in the campaign as a separate environment. Although the background may stay the same, all the encounters are with new NPCs and societies. An example of such a setting in fiction is Star Wars™. Although the Rebel Alliance is fighting the Empire everywhere in the Galaxy, the only things Tattoine, Hoth and Yavin have in common are the core characters of the saga – the ‘player-characters’ of the movies – when they arrive. An unusual option in the universe category is the time-travel campaign: although all adventures take place in the same world, the gap between them may literally be centuries, so they have no NPCs in common (apart from other time-travellers, probably including the ‘bad guys’ of the campaign), and the settings may be very different in terms of tech level and society. All these combine to make the different eras of a time-travel campaign as separate as different worlds in a galaxy at war. Multiverse: Some campaigns involve multiverses: a whole series of parallel universes. These are usually very different, which allows players to use the same characters in a wide variety of adventures. Effectively, they are ‘universe’ settings, but the different ‘planets’ where characters adventure will not have the same tech levels, society, historical background or even rules of physics – magic may work in some universes but not others, for example. Multiverse-settings are usually pervaded by one or more organisations devoted to policing the parallel dimensions, with the PCs being part of one of those organisations. It’s a way for the GM to persuade PCs to move from one world where they have been successful and established themselves as heroes and possibly rich, to another where they need to start all over again. In one scenario they may be flying starships in an attempt to penetrate the blockade of a world, the next game-session they could be hacking at orcs with broadswords to prevent them raiding a small farming village. The Infinite Worlds campaign setting is an official GURPS resource based in a multiverse. Settings are also affected by the genre of the campaign: two campaigns set in the same time and world may be very different – a straightforward combat-heavy World War II campaign may involve the same history as a horror-style Weird War II one, but the opposition and the feel of the setting will be very different. See the genre page for more details. There are several official GURPS settings, including Yrth and Infinite Worlds. However, GURPS lends itself easily to a variety of different settings, and it's not necessarily a lot of work for GMs to create their own campaign setting (depending on how much information about the world the players demand).
  • The Galactic Republic stood for generations as a bastion of peace in a galaxy of warring star systems. Protected by its stalwart Jedi guardians, the Republic held the greatest hope for the progress of civilization and galactic unity. Deep in unknown space, however, a mighty Sith Empire was forged, led by dark Sith Lords who dreamt of galactic domination and vengeance against their ancient Jedi enemies. After centuries of preparation, the time came for the Sith to make their return. With a massive fleet and an awe-inspiring army of fearless troops, the Sith Emperor launched a surprise assault, quickly capturing dozens of worlds in the Outer Rim, and sparking a war unlike any other in the galaxy’s history. From the frozen wastes of Ilum to the desert plains of Dathomir, violent battles killed untold millions. Despite its avowed neutrality, surface structures on the water-covered world of Manaan were completely destroyed, forcing the Selkath to retreat to their ocean underworld. Other star systems fared worse—some destroyed, others left uninhabitable. The carnage concluded with the Sith Empire sacking the Republic's capital planet of Coruscant and forcing the Republic Senate into the controversial Treaty of Coruscant. In the years since the treaty, fear and uncertainty have gripped the galaxy, enabling the Sith Emperor to pursue his own mysterious purposes while the Republic has made efforts to rebuild its infrastructure and adjust military priorities to the new galactic landscape. Now, tensions between the Republic and the Empire are running high, and a series of border skirmishes and proxy wars have broken out, even on planets as historically peaceful as Alderaan. The uneasy truce established by the Treaty of Coruscant is quickly tearing apart at the seams, and a return to all-out war has begun in all but official terms. A new generation of heroes, both light and dark, emerges to face the difficulties of these chaotic times, and fight for the fate of the galaxy in this most desperate age.
  • The world of Uld is an ancient one, but the current civilized Kingdoms are young. Recorded history only reaches back one hundred and fifty years. Prior to that is darkness; an epoch-long war between the Kingdoms, which are devoted to order and prosperity, and the chaotic forces of Discordia. Now, since the war has ebbed, there is only a hazy, lingering memory from that age of darkness. The conflict lasted for generations and it scoured all written chronicles from the memory of Uld. Some few tales survive, passed down mouth-to-ear from those days of bedlam, but truly reliable accounts have been forever lost in the mists of mythology. Image:Worldofuld.jpg There are several major cities where the Kingdoms of Elves, Gremlins and Humans congregate. Here, commoners find protection and community while entrepreneurs find opportunity and fortune. These cities thrive in a cautious but optimistic age, in the aftermath of a great war that nearly wiped out everything. Although almost nothing survived intact from the Time of Darkness, there is now a palpable sense that it is time for a new age of renewal. Beyond the precarious walls of these nascent cities, however, great brutality rampages unchecked. The pockets of civilization are only tiny grains compared to the endless, corrupt wilderness. These barbaric domains are overrun with the races of Discordia, and they feed off of the spoils of fallen nations. They are a mongrel assortment of hopping, skittering, slavering fiends that befoul the forests and haunt the limitless ruins of Uld. But out in this dangerous wilderness lies great opportunity. For the ambitious adventurer, there is limitless treasure hidden in the depths of ancient lost dungeons. There are caches of precious metals, rare gemstones, arcane tokens and magical artifacts of great power. Some say that there are even relics of the Old Gods out there, beckoning for a hero to awaken their power. City-dwellers have a huge appetite for the spoils of the ancient world. There is much to be learned from even the lowliest trinket - and the most elite and epic items are so powerful that they could even turn the tide of the war, and restore the world of Uld.
  • Location: V City- a thriving metropolis roughly the size of New York City on the western coastline of the main continent in this world. The world is full of magic of all kinds. Those that can use magic are known as Mystics. There are mutants in this world, and they have the ability to harness mystic energy naturally, but can only use it in a set way (i.e. a pyro can only use mystic energy to produce and manipulate fire, etc.). In order to keep up with mystics and mutants, normal humans have adopted technology to try and keep up. In a world of magic, dragons, and technology trying to keep up the world is at constant turmoil with itself.
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