Two Months of Perseverance – Dust, Danger, and Designing the Frontier

Perseverance

It’s been two months since Perseverance launched as a blog-based design series – a space western setting for QuestWorlds, developed one post at a time on playtesting.org. The idea was simple: no drafts in the dark, no big secret doc. Just worldbuilding and game design done live, out in the open.

Now, with over fifteen posts published, it’s clear that this isn’t just a setting – it’s the foundations of a real genre pack, one that’s heading toward full release on itch.io and DriveThruRPG under the ORC license.

Here’s what’s taken shape in the past two months – and where it’s headed next.


The World Comes First

Perseverance began with the planet itself: a broken world orbiting on the fringe of the Terran Commonwealth, rich in minerals and misery.

This wasn’t just geography – it was tone-setting. Every canyon and ice road helps define the kind of stories this world demands: tough choices, scarce resources, and power that’s never given freely.


Power in the Dust

Then came the question of control: who really runs this place?

Each faction comes ready to drop into play: allies, enemies, employers, or complications.


From Keywords to Characters

To help players build heroes who belong here, the series tackled Keywords next.

Together, they form the mechanical and narrative backbone of character creation – whether you're using the prose method or classic builds.


Running Perseverance: Tools for GMs

Beyond setting material, Perseverance already includes GM-facing tools that support its tone and pacing.

It’s not just theory – it’s a usable framework for storytelling in a broken world.


Mechanics in the Mud: Tags and Temporary Truths

In Tags and Situational Truths in QuestWorlds, I introduced temporary tags as situational modifiers that act like augments or hindrances. These tags model injuries, emotions, narrative states, or environmental effects.

They offer a lightweight, narrative-first way to introduce mechanical consequences and opportunities. If you're used to Fate’s aspects or temporary conditions from other systems, this is QuestWorlds' own take – fully setting-agnostic, and already part of Perseverance’s DNA.


Meet the Crew: Dust Runner Blues

To make it all tangible, I introduced a playable smuggler crew in two parts:

They’re available as NPCs, pregens, rivals – or as the heart of your next campaign.


The Road Ahead

The goal is still the same: to release a complete QuestWorlds genre pack under the ORC license, with everything a GM needs to run a Perseverance campaign.

What’s already in place:

What’s next:

We’re well past the halfway mark. And still moving forward.


Thanks for Riding Along

Writing Perseverance out in the open has been one of the most satisfying creative projects I’ve taken on. It’s kept me honest, pushed the ideas further, and opened up great conversations around genre, structure, and story.

If you’ve been following along – thank you. If you’re just joining, welcome. There’s a whole frontier to explore, and you’re right on time.

“Doesn’t matter how many miles are behind you. What matters is what you're willing to face next.”
— Sandra Vance, Dust Runner Captain

Next post’s coming soon. Saddle up.