Deseret and had high hopes that the powers that be would grant them their territory. We all know today though that they were given Utah. This makes me think about the grand expanses of tracts of land that we carve when we are creating worlds and exactly what it is that makes us decide to reduce/reuse and recycle them.
It also brings me to several variations of home-brew campaign worlds that I have ran in the past including Shylitheria and Astra Zolar. What happened to these worlds? Why did they not take off? Some may say that it is silly to put together your own world when there are so many great commercially available ones out there. It takes time, patience and lots of creative work for little payoff.
So why do it?
It may be directly linked to a previous post in which I suggest that gamers have to create something. For game designers it is not about making something that they would envision others would want it is about creating something they want to create.
A good friend of mine once told me "The purpose of the author is not to write to his audience but to write what he is inspired to write".
Those words ring true with me anytime I write anything for gaming. I have to admit that it is true that I would LIKE for more people to be into When the Navy Walked and It Came From Beyond the Still or to give my fantasy campaign worlds a try but the reason that I write them has nothing to do with profits, bottom lines or margins. I write them because I love to write them and I feel an overwhelming urge to create.
I needed to do something.
I suspect it was the same for the Mormons and Deseret.