It is my natural state to define everything. Before I even started my first game of Anesidora 2 years ago, I had created a world map and decided which God cities to include. In fact, the stream was set in the wilderness of Artemis, because it is one of the least defined regions of the world, and I felt running the stream would help me flesh it out. My home game took place in Olympus, the central continent.
However, in running the game and thinking about release to a wider audience, it has actually driven me more towards mystery and empty spaces. When I play games created by other people, one of the first things I do is make it my own, so it feels counterproductive to define "too much." Instead, I am going to leave more room in the canon setting for players and GMs to create their own civilizations, titans, and god-cities. I will still define the major god cities and groups I have already made, but there will be space for new and hidden ideas for other GMs.
The original concept of Anesidora that I ran for my friends only had Greek mythology. As I've expanded it, I've added other cultures and mythos, but have avoided using Roman myths to not cloud the Greek original core. It has felt a little restricting sometimes, and I do think Roman mythology is exciting, so I have decided to include more of it, and even rename some of the existing gods and concepts to add some Roman flavor. This comes from the philosophy of making the game more accessible to other game groups. I had fun keeping the Greek influence pure, but it would be disappointing if another GM felt they could not include their favorite Roman influence.
The core of the setting is about the struggle between the Chosen, the people descended from the people who survived the Chione in the gods, and the exiled who were sent away. There was always the idea that some cultures weren't a part of this incident. This included a lot of Changed and some cultures like the Osirians who were too far away to be involved. I've decided to give those people a name, define them better, and increase their number. Anyone whose ancestors were not involved in this incident are now called "The Lost." They are viewed by the Chosen as outsiders much like the Exiled, but they are more disconnected and interested in their own dealings.
Focus is incredibly powerful. It increases the chance of rolling a success by almost 50% on the die. We feel like that is too much of an increase, so early in a Character's progression. It has been moved from rank 3 in a skill to rank 5. In addition, instead of earning an ability at 5, character's earn their first ability at 3. This will make it easier to distinguish the power level
of rank 3 abilities from rank 7 ones.
I have been deciding how many bonus dice Items should give. The goal is to give a bonus, without making them completely essential or overpowering low level skills. Currently, I am leaning towards scaling based on the quality of the item and/or the level of the skill. So an item might be rated from 1-3 and only give its bonus of 1 normally, 2 at trained, and 3 at specialist. Level 4 items could exist, but only give the full bonus if the character using them has the proper skill to take advantage of it at master rank.
While most Skills have 2-3 Focuses and have a lot of crossover, Information is actually pretty varied with many Focuses. I have decided to split it into: Nature in Wilderness, Culture in Society, and Information in Understanding. The focuses will be split between the 3 new skills.
I was discuss what skill would have been associated with Satine's plant powers and Keith suggest Animal Handling, since she is essentially connecting, psychically or through other methods like scents, with the plants and having them do things. So she is essentially, handling plants. For that reason "Plant Handling" may become a focus of Animal Handling, and the skill might be broadened to cover other forms of interacting with nature.