Wolfwood2 said:rpg.net has a pretty good wiki section for games. I don't think you can lock down on editting (or at least, I don't know how), but I don't think there are roamings bands of wiki vandals waiting to mess up games, so it shouldn't be a problem.
I found the section on Knowledge skills to be rather odd, since it's pretty much straight out of the player's handbook. Why did you feel the need to quote it, rather than any of a 1001 other PHB rules?
Also, you omitted any discussion of Stickworld's gods. I actually think the way that three real worldish pantheons have to share the world is one of the more interesting aspects of it.
I'll check out RPG.net, I thought there were a few others as well.
The knowledge section is really the "new rules" section. It's a cut-paste-modify of the SRD. I basically edited to specifcally cover monsters (as some folks above were pondering how to implement). The alterations basically explain the specific units of information you get for beating the DC. Those levels of knowledge are fields from the MM stat block. That's something that was only fuzzily defined by the SRD, as they say beating the DC by 5 gives you one extra item of information. To me, it was vague as to what an item of Information was, so I defined it.
You're right that I ommitted Stickworld's gods. Being an early draft that took longer than my lunch hour (it's good to be salaried on a slow Friday...) I just didn't get to it. I'm thinking of using a similar methodology to how players can invent their PC's homeland, and allow them to pick which god and Pantheon they worship, probably based on earth pantheons. Each region (or country) will recognize certain gods as having dominion. This would allow someone to worship Thor. It also allows me to cheap out on actually defining gods specifically. I think this is going to be the most sparsely defined campaign world where your world and mine can vary greatly, as it is expanded and defined by the DM and Players (as they make PCs, they're inventing the initial values for their homelands).
I'll look into setting up a wiki, and formatting this document into the Wiki. That'll give me a framework to re-organize and expand stuff I left off.
To me, the key components for a campaign world are:
how the knowledge rules are tweaked for knowing game stats (aka rules changes)
role-playing tips, for how to play a character in this world
the description of the game world, and a default setting for adventures
The religion (or how to add religions)
The locations that are known
Let me go futz with RPG.NET...