How should consequences shape the world and its stories?
Almost nothing a player does leaves a mark. Destinations reset, factions survive their own defeats, and the world looks the same in year six as year one.
What should persist?
Concepts answering this
They do not have to agree with each other. Competing answers are the point.
DESIGN · Systems · Worlds
Living Destinations
Destinations that change based on what players collectively do there, and stay changed. Territory won stays won until it is lost again.
WORLD · Worlds
The Pale Frontier
A lawless expanse beyond the City built around a collapsed orbital tether, where the Light behaves like weather rather than a resource and nothing you build is guaranteed to survive the season.