I just want to ramble about my Rule of 3rds for worldbuilding for a moment:
33% familiar.
33% fresh.
33% original.
This is just my style of world building, and I would never say that it is 'the' way to do things.
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This is mostly a way of saying 3 degrees of familiarity. So familiar would be 'spaceships and lasers', fresh might be 'genetically engineered aliens made by a progenitor species' and original might be 'an entire species dealing with PTSD from their ancestors eating each other because they have genetic memories'.
I aim to have enough comfortable/familiar to allow people easy access to the setting/game, but then also enough original/deeper ideas to make the setting feel satisfying. Think of it as having a easy on-ramp to world with some actual depth.
As Fragged becomes more well known, its 'original' ideas will increasingly become just 'fresh'. This is a good thing, as it will allow me to increasingly insert more and more 'original' ideas to make the settings more unique and deep without alienating people. I will also discover what parts are resonating with people and double down on those. Fragged Empire 2 did this to Fragged Empire 1; I focused on the best bits of the lore that resonated with people and dove deeper into them (the species and their cultures, exploration, art, etc...).
40k is this previous point in many ways. IMO it started out as very familiar and trope-filled, then over time it became more and more original. It is no long Dune Ancient Romans Heavy Meatal, and is far more original in its ideas.
IMO D&D is an example of lack of originality. It feels like 80% 15% 5%.
IPs that are too original can have a lot of trouble building an audience, as their on-ramp is too steep... but they can feel VERY satisfying to the dedicated audience that loves them and can get into them.
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Similar things can also be said about rule design. On this one I lean more towards the 'original' due to personal taste.
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