I’ve actually wanted to make a Life Aquatic game for quite a while, partly just to play around with the aesthetic in layout. But it always felt like overkill - like if it was a Forged in the Dark game, do you really need multiple playbooks and long equipment lists and a long-term campaign within that kind of kooky Wes Anderson premise? It probably wouldn’t hold up.
Paragon felt like the perfect fit; it’s fast-paced, no playbooks or other extra baggage, and a resolution system that’s abstract enough that it can easily adapt to anything from a gunfight against pirates to a deep-sea dive to piloting a submarine to starring in your own oceanographic documentary. It’s an agile system in that way, it can contain multitudes.
And then once I gave it more serious thought, the parallels become more obvious - Jacques Cousteau had a real thing for the Odyssey, which ties it back to AGON, and of course the whole “genre” of oceanographic adventure science is essentially a group of protagonists going from situation to situation in a boat… It just felt like a neat fit!