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8/7/2025, 4:43:29 PM
>>534308632
It helps to have a playthrough's full progression in mind beforehand, or simply be comfortable with finding a story's end early via events. You could crank up the threat level, dick with the anomaly, make a ship empire to expand or whatever. Maybe their master race gene is specifically spacer-orcs with vacuum resistance, so they colonize an asteroid or take over a space station. Nasty dirtborn humies could never understand.
Or make a new start with full progression in mind - one I was planning was a fluid shipborn ideo, gradually radicalizing over time with techist wirehead shit. Adding supremacist, human primacy, blindsight last. Spacers find the mad machine God and choose to embrace its power. By the end, extremist sages are carving out the eyes of their young for psychic empowerment while slaves and mechanoids bustle around their ship. They begin a jihad and are probably wiped out at some point when trying to topple the empire. Everything integrates to some extent.
Try picking aspects from each expansion to enrich what you're doing. A peaceful little fishing village would hate mysterious sanguophages, which means they would probably not accept a quest to host their meeting - or perhaps accept it specifically to trap and kill the disgusting bloodfeeders. How does your group (tribals, new arrivals, gravship crew, etc) interact with the Empire? What happens when the monolith births corrupted obelisks and other hazards onto your doorstep? Do they pivot to seize the mech hive's power or otherwise wipe it out, extinguishing an ancient threat?
Earnestly engage with your own little story and worldbuilding crap, write it out privately. Try stuff you would never bother with like animal personhood, with a pigskin/yttakin/ratkin/etc colony of only animal people. The setting is explicitly designed to let you drop just about anything you can think of in there, from magic psychic powers to pig-people and zombies. Get creative
It helps to have a playthrough's full progression in mind beforehand, or simply be comfortable with finding a story's end early via events. You could crank up the threat level, dick with the anomaly, make a ship empire to expand or whatever. Maybe their master race gene is specifically spacer-orcs with vacuum resistance, so they colonize an asteroid or take over a space station. Nasty dirtborn humies could never understand.
Or make a new start with full progression in mind - one I was planning was a fluid shipborn ideo, gradually radicalizing over time with techist wirehead shit. Adding supremacist, human primacy, blindsight last. Spacers find the mad machine God and choose to embrace its power. By the end, extremist sages are carving out the eyes of their young for psychic empowerment while slaves and mechanoids bustle around their ship. They begin a jihad and are probably wiped out at some point when trying to topple the empire. Everything integrates to some extent.
Try picking aspects from each expansion to enrich what you're doing. A peaceful little fishing village would hate mysterious sanguophages, which means they would probably not accept a quest to host their meeting - or perhaps accept it specifically to trap and kill the disgusting bloodfeeders. How does your group (tribals, new arrivals, gravship crew, etc) interact with the Empire? What happens when the monolith births corrupted obelisks and other hazards onto your doorstep? Do they pivot to seize the mech hive's power or otherwise wipe it out, extinguishing an ancient threat?
Earnestly engage with your own little story and worldbuilding crap, write it out privately. Try stuff you would never bother with like animal personhood, with a pigskin/yttakin/ratkin/etc colony of only animal people. The setting is explicitly designed to let you drop just about anything you can think of in there, from magic psychic powers to pig-people and zombies. Get creative
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