There are a bewildering array of choices to be made when creating an entire game world. Maps, cultures, races, technology, magic, monsters, style... the list is nearly endless. And yet, to have a finished product all of these choices must be made even if the choice is to exclude that category altogether. At least part of this is the Paradox of Choice. There are so many options that it becomes difficult to make any choice at all, or be satisfied by the choice once made. Hand in hand with the Paradox of Choice comes Analysis Paralysis: in which the frantic search through the myriad options in service to a "perfect" option leads to making no decision, and therefore, no progress. For the purposes of this project, determining a path and following it to a conclusion, even an imperfect one, is preferable to scrapping the project due to the lack of a perfect solution to any of these design problems.
|PSST. Hey bud! Want to buy a six?|
The plan is to make this endeavor system-less. If the project reaches a conclusion and players would like to play in the world, I would probably use Savage Worlds, of course. Still, I would like the end result to be playable even my readers who do not regularly use SW. Perhaps at the end of the exercise, I can create some specific rules for SW. Edges and Hindrances that reflect the game's flavor should be pretty easy to create, but are perhaps better left for when the project is closer to completion.
I am going to reveal one aspect a week. Each will be a, hopefully, brief synopsis of the topic. There is more to be known about each subject than I can possibly include in a weekly blog post, but I hope to include enough information to interest both potential players and the casual reader. Next week, I will reveal the major races that inhabit the world of Sextus (a working name for the world, I have yet to firm up some of the details of the cultures that might necessitate a change).