I'm still months away from putting pen to paper with Crucible, but I think about it a lot. Just this morning, I brainstormed some of the naming conventions for the setting, which is one of the ways I scour the dusty halls of my brain for big picture concepts. This is a process that's been ongoing since early in Spycraft 2.0 design, when Scott, Alex, and I started talking about developing toolkit settings for the game (the big picture thinking, not the naming conventions). In my experience, big picture thinking is one of the best ways to approach a new setting.