I'm doing something a bit deeper this time - working strictly within the rules of a game. While Tyranix and Aquas were based in the MTG Multiverse, they didn't adhere to those rules very strictly. However, this past weekend I created a setting for the Technoir RPG, a fantastic new cyberpunk/noir RPG. The pdf is already available on DriveThruRPG, and the print version will be out sometime around September.
For those unaware (most of you), Transmissions (as settings are called in Technoir) have a fairly strict formula - they have to contain Connections (people that the players can call on for favors or information), Events (Things that happen before or during the story), Factions (large groups that have most of the power in the setting), Locations (places that are important to the setting), Objects (items that can play an important role in the story) and Threats (smaller groups that are likely to go up against the players directly). There have to be six of each of these because of the unique GM system, which essentially randomizes the story every time you play. You also have to give the Connections, Objects and Threats stats. I won't be showing the Events, Objects or the stats for the Connections and Threats here because this is what I would give the players, and that information would either be spoilers or unnecessary to them.