Dan wrote an intro for 1.0's chapter 3 that pretty much blows anything I could write out of the water, so instead of boring y'all if I may I'll just leave his OP here:
So yeah, just to remind everyone, this is where we can actually post our cultures & civilizations, and discuss them with others to fully bring this collaborative world to life
Chapter 3 - Histories and Cultures
Civilization had too many rules for me, so I did my best to rewrite them.
-Bill Cosby
The third and final step to Building a World will be far more free-form. In fact, it won't even have a chapter format like the last two steps. Don't misunderstand, this step won't be entirely structureless (that would be suicide in IH), but it will be even more player-driven than previous steps.
This step will also be the most important of all: creating the cultures and civilizations of our world as well as the history which binds them. As previously stated, there will be no chapter structure or "mini-steps" within this step. Rather, players will come up with their own ideas for countries, civilizations, religions, and history, stretching all the way back to the dawn of civilization on our planet and well beyond. While there may not be any defined chapters, there are a few certain objectives which need to be accomplished before our world can be played:
1. The people of our civilizations must be decided. Will we stick only to humans, or will we throw mythological beings into the mix as well?
2. The origins of these people(s) must be decided. Don't worry, it's not necessary to create evolutionary origins or anything, but it is recommended to describe pre-civilized times a little bit. For example, players could consider the following questions: Were there previous sentient species which went extinct because they were outclassed by other species? How did agriculture develop? Did the world experience an Ice Age, like ours did? Not every question has to be answered, but things along those lines should be kept in mind.
3. Basic cultures must be devised. Bear in mind that this does not necessarily mean countries or even entire civilizations. As an example from our own history: Hellenic Culture > Greek City States > Athens, Sparta, Corinth, etc. Multiple countries can share one form of civilization or culture, if the players choose to make it so. This can also include religions.
4. The histories behind these cultures and the countries/civilizations they represent must be devised. Should be self-explanatory.
5. A start/end date dividing our constructed timeline from the beginning of our game has to be decided. This can be anything from the classic pseudo-Medieval setting of many fantasy works, to the modern day, or even a distant future. It can also be any mix of the above, provided it remains somewhat realistic.
Players can do this in any order they wish, provided it's logical enough to end with a coherent world history. In fact, it is entirely possible to "kill multiple birds with one stone" by fulfilling several of these objectives at the same time. However, here are a few hints that I recommend using in order to keep the game running as it was intended:
1. Carefully construct a full and detailed description of whatever civilization(s) you create and then propose them to the rest of the players.
2. Be original! It's okay to copy/paste basic ideas from known civilizations, including those of other fictional universes, but don't create the same cookie-cutter countries over and over again.
3. Get creative! Feel free to create origin myths, legendary heroes, even your own languages for the civilizations you propose! The more creative you are, the more likely it will be that other players will support your ideas.
4. Work together! History doesn't focus on single countries but on entire networks of interrelation and cultural influence. Create your civilizations with other civilizations in mind for a far more immersive and realistic experience.
5. Have fun with it! This game is meant to be an exercise in our collective creativity as a community. Thus, it's supposed to be entertaining for all of us, because we've already proven ourselves to be a creative group of people. Create countries and histories that you think will be fun to play with later on, and you'll find yourself getting far more out of the game than you would otherwise.
ADDENDUM! PLEASE READ THIS BEFORE POSTING ANYTHING! ANYTHING YOU POST THAT DOES NOT FOLLOW THIS SUGGESTED ORDER WILL BE IGNORED AND WILL NOT BE USED IN THE GAME!
A simple-enough system could be put in place, sure. As Dan said, extrapolation is key, so we just need to work methodically from the inception of civilization onwards to build our framework. This is the task that we should all work on, sequentially, as a group (rather than flinging out individual cultures and then coming together as a group to smush them together on the map).
First I'd say need to decide where our "Fertile Crescent" lies. Next, follow along step-by-step as new lands fall into the sphere of civilization, establishing something like a civilization "category" at each step. Dan could function as a discussion moderator to keep us on the topic at hand. After we have this very mild framework, we can start filling in the particulars of cultures - religion, beliefs, architecture, that kind of thing.
For example (just spit-balling on a nonexistent map), our Fertile Crescent would likely be populated by grand cities - whether these are city-states or unified nations would be up for discussion. It might be feasible that one of these cultures were a Phoenicia-esque sea-plying group, resulting in a nearby flatland continent sporting Crescent-inspired cities, but with far more private land-ownership to fill up the expanses. Maybe there's a mountain range that divides the flatlands from a desert - the exchange of information continues through the trade expeditions, but cultural unification (e.g. war, colonization) is prevented because the mountains are too severe for armies, resulting in a culture that has similar religion and technology, but vastly different social constructs and ways of daily life.
I think these things might flow really nicely if we take the time to all weigh in at each stage and offer up different explanations about why a culture might or might not spread at a given point on the map.