Extra Credits - Open World Design
It runs a lot with what I (as a tabletop GM who tried straight homebrew) have to go through when figuring out their world and what to do, how far to design things, and so forth. How much freedom do I let into the game, how much detail do I really have to work on, how do I design it so they can find adventure without needing to lay down railroad tracks and having a predetermined “fate” for them?
It also mirrors what I recall reading a lot about when it came to the earliest MMOs, which were mostly sandboxes. Some of the best stuff in UO came from players ganking . . . I mean, interacting with scrubs . . . I mean, other players.
Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.