When creating something I often have a second point, or a theme, or just a weird notion I'm playing with as a guiding influence. If I don't, I often find myself lost in the sea of choices. Why A instead of B-Z? My minds spins a bit doing nothing, and I either find a way to get traction or come back later, I guess. One example of this is the Thieves' Dungeon which is influenced by my desire to point out an obvious to me aspect of going underground.
I had this problem a bit with this time of Multiverser. Now, I should try to pick out a set of worlds that showcases the variety possible in Multiverser (a little magic, a little tech....), and I should try to pick worlds that are instinctively interesting, that grab you from the get-go, and in addition are fairly violent so the PC won't survive too long in them. But you can't make them too hard for people to wrap their minds around or I'll hurt people's brains unless you give them a strong stake in understanding it (I had that happen in one very simple world that was too barren).
To the worlds....
Grendel Rex: I've playtested this one successfully, and I think it would be appreciated by a lot of players. Its got an instinctive appeal and an obvious place for the verser.
Grendel is eating the Vikings. Verser save them, and help this nice kid who's kind of clumsy become the hero he's meant to be. The twist is that Grendel is an immature male T-Rex, and the wyrms are plesiosaurs and the wyrdfloga?? are pternodons (or was it the dactyl?).
Problem everyone is going to say this was founded on "How To Train Your Dragon". It wasn't but the movie does show the fascination of Viking and large scaly beasts.
Next world==>
The Rise of the Gods: I've never playtested this one. Its set early in Earth's history with a long-lived Patriarch and Nation Founder deciding to tell his children he's the Creator. Its a world of incredible cruelty. The verser stands out like a sore thumb because he looks different (shorter, modern clothes, wrong accent), and the Evil Patriarch thinks he is an angel sent from the Creator to negotiate with the Patriarch.
This is a world with 15@10 magic unlike the Viking world which has pretty low magic, so we examine magic here as more of the focus compared to tech and brute force with the Vikings. One distinct possibility is the Verser can receive help from the Creator.
Both these worlds are for fairly tough mentally and/or physically beginning characters. No wimps need apply. Obviously, I need to go away from Earth history, and from magic and swords to balance, and probably also some more gentle on the surface worlds.
Next World==>
I'm not sure at the moment. I know I need a minimum of two more worlds, and better yet another six. I'll probably use Volcano Island as my intro world.