Again, very little work today. This time it's just due to not feeling like I can write well today: did a little piece for an @archdruid contest over on my personal account, but I didn't want to touch Segira much and cause issues with it down the road.
One thing I have been thinking about is what needs to go into what remains and how to balance the game with the storytelling. I think Hammercalled finds a good balance in this somewhat intuitively, but I really want to become more comfortable with it.
I think that Genship Exiles and Hwaet! will both play a big role in this. Hwaet! will be based on Rowan, Rook, and Decard's Resistance toolkit, which is almost entirely focused on narrative.
At the same time, many of the decisions that I made for other reasons when working on Hammercalled, like specializations, have wound up going this route in the end. At first specializations were undefined because it gets around a bulky list, but as the system's evolved I've come to appreciate them being undefined because it opens up more potentials: you can have a specialization to let you do something that doesn't exist in one universe or another, but it can also function like a unique knack, an ability to define a character as doing one thing well, regardless of what that thing is.