So we have a couple of projects in the mix right now (titles are tentative!):
The Age of Sails (from High Renaissance through the Industrial Revolution)
The Age of Antiquity (the ancient world until the fall of Rome)
The East (a medieval Asia sourcebook)
Age of Heroes (a sourcebook that is set in modern day with covert agents, superheroes, and the magicians of the Old World all wrapped up in a comic book style of play)
The New Age (a cyber punk fantasy dystopian setting in which the world is doomed, corporate politics and power overrule all governmental rule, new socio-political lines are drawn, and a new order is coming to the fore)
AND an untitled sourcebook for Sci-Fi play in deep space in the distant future with starships, insane tech, and new alien races (think Star Wars meets Dune meets old school Spelljammer)
I'm just throwing around ideas here, but what do YOU GUYS think? What do YOU want to play? We have a pretty good system going to model combat in multiple ways and we can extend that system to so many types of roleplay and storytelling. So let me know- what flavors have you always wanted to play AND WHY? World Serpent Games was founded because we want to produce games that TTRPG gamers LOVE TO PLAY. We built For Honor and For Glory! because we wanted to play fantasy medieval RP differently than everything else we saw on the table. As players who see the same strengths in our system that we saw when we built it, we ask you to help in where we go from here. I can focus on medieval RP indefinitely- that's what I know the best and what I love- but if people would like to see other books using this system in other settings, let me know!
We're actually in the midst of quite a bit of research about Asian culture and technology during the period the FHaFG is set- I have to admit, it is a bit of a weak spot for me, but Charles and a few other folks are getting material together for The East expansion while I'm working on Age of Sails. On the point of magic- I was considering doing a small "The Grand Tourney"-sized book to supplement magic. Kind of a "Book of Arcana" kind of thing discussing period flavors of magicians with suggestions on how to stat them and what kinds of things they can do. We've been play testing for the Age of Sails and my fiancé is playing a Haitian Voodoo priestess. The flavors that she has brought to the table are phenomenal- she has a little book filled with which loa will talk to her on which days, what their favorite colors are, what kinds of liquors and offerings they like, etc. We actually have a couple of magical pirates in that group, which has been a blast. When they get together and work in concert using Ritual Magic they work as a Power 7 circle! So suuuuuppppper powerful if given the time and materials for ritual. THey recently took down a British Navy brigantine with little more than magic and good planning! And thank you for the kind words- Charles and I worked really long and hard when we created this game to make magic 'magical' while still affording power to melee characters. I can't even remember all the nights we debated game balance! It has been an honor and a joy to bring this game to the community.