So I'm reading DMguild's content guidelines, and being relatively new to the world of D&D and using English as a second language, I wonder what exactly is meant by the phrase "You can create setting generic content".
Just how large homebrew elements can appear before my setting is no longer generic?
Can I invent a brand new city for my adventure, and rationalize this with "Well, you can place this city into whatever setting you wish, that's generic"? Or is that an example of something that's NOT generic as most settings DON'T have a city by that name and with that specific map?
Can I have the entire dungeon take place in a large enchanted forest I make up as part of the adventure, or would that require me to find such a forest in an established setting first? Or how about larger landmass-related specifics -- can I create an entire island and just say "As long as your setting has an ocean, you can place this island there", or make an adventure that requires you to place a large volcano or big mountain range in your setting?
The city example is the specific one I'm pondering right now, as I wish to type up a couple of adventures from a homebrew campaign and I wonder if I can have these adventures take place in the city I've created or if that makes it un-generic. Both options work for me, I don't mind altering the adventure so that it can be relocated to any city, but I'm curious to just where the limits for what you can and can't do lie.
As far as I know "setting generic" means a setting that is not tied to a specific WotC setting such as Forgotten Realms, Eberron, Ravnica, Ravenloft, etc. You can create content for those named settings too under the DMsGuild guidelines, but setting generic content would exist independently from them and without explicit references to them or their specific named elements, locations, guilds, NPCs, etc.
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Author of Fellozial's Ultimate Guide to Poison, The Primal Gith, and other forthcoming titles at DMs Guild
The guidelines on there are more about the settings you can't create content for rather than what you can. So you can create content that is tied to Forgotten Realms, Ravenloft, Eberron, Ravnica, or a generic setting that isn't one of the other D&D (or other protected property) settings.
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So I'm reading DMguild's content guidelines, and being relatively new to the world of D&D and using English as a second language, I wonder what exactly is meant by the phrase "You can create setting generic content".
Just how large homebrew elements can appear before my setting is no longer generic?
Can I invent a brand new city for my adventure, and rationalize this with "Well, you can place this city into whatever setting you wish, that's generic"? Or is that an example of something that's NOT generic as most settings DON'T have a city by that name and with that specific map?
Can I have the entire dungeon take place in a large enchanted forest I make up as part of the adventure, or would that require me to find such a forest in an established setting first? Or how about larger landmass-related specifics -- can I create an entire island and just say "As long as your setting has an ocean, you can place this island there", or make an adventure that requires you to place a large volcano or big mountain range in your setting?
The city example is the specific one I'm pondering right now, as I wish to type up a couple of adventures from a homebrew campaign and I wonder if I can have these adventures take place in the city I've created or if that makes it un-generic. Both options work for me, I don't mind altering the adventure so that it can be relocated to any city, but I'm curious to just where the limits for what you can and can't do lie.
As far as I know "setting generic" means a setting that is not tied to a specific WotC setting such as Forgotten Realms, Eberron, Ravnica, Ravenloft, etc. You can create content for those named settings too under the DMsGuild guidelines, but setting generic content would exist independently from them and without explicit references to them or their specific named elements, locations, guilds, NPCs, etc.
Author of Fellozial's Ultimate Guide to Poison, The Primal Gith, and other forthcoming titles at DMs Guild
The guidelines on there are more about the settings you can't create content for rather than what you can. So you can create content that is tied to Forgotten Realms, Ravenloft, Eberron, Ravnica, or a generic setting that isn't one of the other D&D (or other protected property) settings.