Gaming is gaming, and all posts are welcome; that's my understanding, anyway. It's been years since I homebrewed anything for a tabletop game, though. I created a couple of regions-- not whole worlds, just sub-continents-- that were designed for political intrigue. Accepting quests from one local leader would impact your reputation with their rivals, and throwing your support behind a single leader would lead to a variety of crises mid-campaign, depending on their agenda. For example, Alder Goldflagon was a dwarven merchant and aggressive expansionist. Backing his policies would piss off the wood elf faction, and they would respond by refusing to give traders safe passage through the region's dangerous forests.
Unfortunately, I got a group of players who just wanted to do hack & slash dungeon crawling, so the intrigue was completely wasted on them. That's why, most of the time, I stick with pre-written materials and just improvise a bunch to suit the group's play style.
I've got a Knave (OSR) hack I've been working on for a long time. Been through a few iterations and currently working on a rather crunchy magic + martial arts system for my setting.
I still haven't named my setting, probably should at some point. It originated out of being hyperliteral with the idea of planeswalking. You know, if you could literally walk to other worlds. Along the way it picked up a bunch of concepts I thought would be neat divergences from standard fantasy tropes. For instance, the world is monadic animistic. Which means that every object has a spirit and also every spirit is an object with neither the physical or the spiritual description being more true (they're one and the same.)
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