We definitely have a certain focus in mind for the game. That said, we also explicitly state that the GM should add/shift focus as is suiting for their game. A good example is nautical things. The core book covers it all under Trade (Sailor).. but if you were running a nautically-themed pirate game, you could very easily decide to split this up into Navigation, Piloting, Rigging, or whatever you saw fit. We're certainly going to be redistributing the skills some for our naval expansion.
thirtythr33 wrote:But what about my beloved naval warfare codex?
That is such a huge swath of territory to cover, man. I've been itching to dig into naval rules since we started this bloody project, but it'll take weeks if not months of raw research just to educate ourselves on the particulars to pull it off in a convincing fashion. This is doubly so when you consider the way the focus would have to work. The primary focus would obviously be on renaissance-era naval warfare, because that's the setting implied by the core book. Of course, what everyone is very likely going to want to use the book for is Age of Sail pirate shenanigans - so the book has to convincingly portray two very different styles of naval warfare and technology (to say nothing of possible earlier naval stuff - viking longships, greek triremes).
It's something I'm extremely excited to work on, but it is definitely something that needs some time and care put into it.