- Eras – Most campaigns are set in a specific region and/or range of time, such as WWII, Pirate, Old West, Feudal Japan, Victorian or Renaissance-era. Setting the era determines many base factors for a setting such as cultures, technologies, themes and other factors.
- Motifs – Common themes or concepts that drive or otherwise specify the campaign. Campaigns may have multiple motifs, as multiple motifs may define the campaign’s core elements.
- Setting – Campaign specific elements or environments not limited to an era. These variations affect the era, and may vastly modify cultures, resources and other factors.
- Structure – Consistency of campaign’s session format. Consistent and mandatory party members or flexible character insertion. Structured and progressive stories or unconnected short one-off adventures. Depth of the world and the player’s integration within it.
- Technology – Any Variation to the standard available resources for the campaign.
- Tone – Like books, television, games or movies, these settings have different moods. Some are light-hearted and comical and are often accentuated with humorous or ridiculous situations, others are serious and mature-themed, where the intensity of the game is high and the consequences of every action becomes immense. While most settings tend to be something in between, different scenarios may have a vastly different mood.
|Medieval||Era||A historical era prior to firearms and industry.|
|Modern||Era||The current current age.|
|Neo-Modern||Era||A furure era with megacorporations and cybertechnology.|
|Spacefaring||Era||Future Era with FTL, aliens and interplanetary colonization.|