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In these articles I wrote about the idea of 'being made of meat' - the notion that heritages feel like they should be grounded and not like, deal with magic as fundamentally part of their origin.
Basically, I think of 'meat cultures' as byproducts of actual evolution
plus, if your world doesn't have a meaningful answer to the question 'what are <heritage> like in your world,' you're wasting a chance to make your world feel meaningfully different.
Also, what is available/not available says things about what you value in your world
Like, if a player wants to belong to your world, they'll do it by choosing stuff in that world to engage with: This is the secret of Oriental Adventures, where having the clans as a big flavour bag saying 'you can belong to this' is a big delicious snack of player vibe