Society does pretty well on its own, so yeah, there's plenty of roaming room. There are a lot of player expeditions and initiatives (some characters are going to poke another city that's experiencing the side-effects of having a genetic phlebotinum machine malfunctioning in their midst that was caused by another character playing with the timestream), there's secret metaplot stuff, and there's day-to-day complications like dinosaur fighting and, um, the side effects of having thus far four unsupervised teenaged mutants, for instance.
no subject