
My first serious conlang project and I already feel like a schizophrenic
I hate making verbs. It's only an indicative table without negation. I have 2 more moods to go through plus negation. How do people do this without going insane?

I hate making verbs. It's only an indicative table without negation. I have 2 more moods to go through plus negation. How do people do this without going insane?
Overall, I enjoyed the campaign. A couple of notes, though:
Fall of Delhi is kinda broken. In my campaign Delhi was mostly left alone after converting to Hinduism, so the siruation lasted until 1700s. +10% integration speed is nice but I'm sure it isn't working as intended.
Western Europe never came. Sucks, I enjoyed "beat back the colonizer" role-playing in EU4 the most. England always came and put the whole of India in territories of interest. But this campaign I feel that colonizers were really passive, although they had opportunities to conquer when India was divided.
Unify Culture group action is broken. When i formed India I never had problems with culture capacity but it still would be coo, roleplaywise, to have unified culture.
India was an underwhelming tag. Bland colour (why are you white), bland flag, most of advances I already got as Vijiyanagar. No new events. Considering a lack of midgame formable for Vij and how much you need to grind to form India, I definitely expected something more. Doesn't help that Hinduism doesn't have much going for it either.
I'm trying to build a rules set for my new world. It supposed to be a survival campaign in "grimdark" (so to speak) setting, where players will traverse a frozen world in complete night.
I want it to feel like a struggle just to survive in this world but, simultaneously, don't want for it to be too annoying and hard to keep track of. As if now I have a few mechanics in mind: resource stresses that will be taken from the players and that need to refill periodically. If they don't have stress to tick off, they would get a consequence, e.g. cold or hungry.
I started thinking about travel mechanics. They aren't listed in the FATE core, so I tried to came up with my own. I thought about making a map with paths dotted on them, and making players use one resource stress to move between dots. But that both puts a strain on me to come up with a unique map for every game, and feels too repetitive and not "fate-like" enough. Does anybody have any suggestions? Maybe a book I can use?
My player is a dragonborn wild magic sorcerer. For context, he LOVES wild magic. He rolls it a lot and I let him because it's funny, even if sometimes it's not RAW. Sometimes it causes trouble — we had a chase fight on magical minecarts, and he got teleported into the abyss from the minecart he was riding. But most of the time it's just harmless fun.
Today my players were fighting a major boss. He was tough so the sorcerer used a lot of re-rolls and rolled a lot of wild magic. First, he rolled that Reincarnate will apply to him automatically if he dies within 1 minute. It was the 3rd round of the fight, me and my players kinda joked about it but I didn't think he would actually die.
On his last turn he rolls a 1. He has to roll for wild magic at the start of his every turn for the next minute. Other players shuddered in horror. Thankfully, the fight was over. But it meant that my sorcerer got to roll for wild magic 10 times.
He rolls for the first time. Fireball. He magically lives and leaves one other player with 1 HP. That player runs away into the other corner of the room. Others' characters watch in shock as the sorcerer's wild magic continues.
Second roll. Nothing interesting. Third roll. Fireball. At this point the sorcerer falls unconscious. We stop the rolls to argue if we should continue. My warlock rightfully points out that, since the sorcerer is down, he can't cast wild magic and that after he is reincarnated or healed he shouldn't roll for it anymore. And he's right, of course. But my sorcerer looks at me with those puppy eyes and asks if maybe he can roll the rest of his wild magic before he goes unconscious. This man just exploded 2 times and he wants to continue to roll, who am I to say no? We decided that it'll be funny and all watched as he rolled wild magic and death saves.
At the start his death saves were okay. Then he rolls another Fireball. He exploded AGAIN. Of course, with that he fails his death saves. The warlock pulled out an extended table for Reincarnate and they rolled for his new race. So, from the ashes as a phoenix he rose, as a kenku. And we continued rolling for wild magic.
At this point, all the other characters, the antagonist included, are huddled in the opposite corner of the room. It turns into a straight-up religious experience — they watch as the now kenku sorcerer starts floating, turns into a plant, dies as a plant (so he is kenku again), casts Mirror Image, turns into a plant AGAIN, floats AGAIN, casts Mirror Image once again and, in the end, embraces sobriety. We end the session with me describing how the walls of the dungeon begin to collapse, which I decided is a natural consequence of bombardment of that scale.
Moral of the story — don't let your sorcerer roll for wild magic 10 times. Or let them IDK it was pretty funny.