The trick for creating the right “feel” for an RPG isn’t in the numbers as much as it’s in the words we use to define characters’ capabilities. How do we divide people up into universal attributes so we can quantify and differentiate their aptitudes? And more importantly for me—how do I implement my multiple-aspect soul concept while keeping attributes relatively simple? No one wants six to nine basic attributes, then four more special “soul” attributes piled on top of that. (Or at least, I don’t.) … I find the more stats that comprise a character, the less significant some of them become.
For a very long time, I’ve had a vague idea about writing (or “telling”) a sort of apocalypse story. Not post-apocalyptic, but of an apocalypse, a story about the world directly before and during its end. But I also say “sort of” because—I suppose like many post-apocalyptic narratives—the world doesn’t actually end. The world as we know it ends; the world and its inhabitants undergo dramatic change, the rules change. So to be more precise, I want to tell a story about the events leading up to the world-as-we-know-it falling apart, then paint the epic beauty that is that falling apart.