I got the notebook out and had a look and realised the first little empire I made is populated with -- please don't hit me -- anthropomorphic ducks. The name 'Mallardo Empire' was pestering me so I decided they were ducks. I have no idea. In a way it's wonderfully whimsical, but really I want to do something that's predominately humanocentric, so why the heck did I make Teenage Mutant
The Mallardo Empire - small nation of Mallards, anthro Mallard ducks. Fierce, proud, isolationist. Emporer always called "The Mallardo", Empress "Mallarda". Culture vaguely Spanish. Conquistadors.Somehow it seems wrong to just make them humans. And of course my brain goes immediately down the 'it must make SENSE!' pathway, thinking of how maybe the world is populated with remnants of post-nuclear apocalyptic worlds and these ducks are mutant animals, if anyone of this technology level knew what a genetic mutant actually was. Maybe they're the outgrowth of a weird failed/successful magical/scientific experiment.
But the old-schoolers would have it that it doesn't have to make sense. And I have agreed with that. And I like the idea of this being someplace that once had high tech but it went wrong and ate them or something and so now the world is coming back from being ruined or what-have-you.
Regardless, I'm revisiting the idea of running something based here, mutant ducks or no mutant ducks. Of course, I'm also into the science fiction at the moment, probably a side-effect of my studies in maths and science. Oh, how my detail-oriented mind goes for building solar systems! More 'it must make SENSE!' than you can shake a nonsensical thing at. But I'll discuss that at another time, I expect. It is possible for me to grab the first strands of 12W and drop some characters in and shake it around and see what happens. This can happen. Or I will drop some characters into the rules-light, possible d6 system sci-fi setting I've been poking at and shake that. Adventure is afoot!