The New World is the focus of the core RPG rule book. The player lives a life, becomes a colonist, and then is tossed through a portal to end up in the new world. Never to return to the old world and all she knew. This give you the opportunity to really break from the mold. As there are no archetypes, there is no real establishment, and the character can choose a path to do what ever. Be a raider, a thief, an enforcer, a hero, a guard, pretty much anything the player and the GM can come to agreement on.
The Old World is a place of established rules, of laws and cooperate task masters. Where the rich have the money, and the poor, if they get to rowdy, are hucked through a gaping hole in space and time. The governments of the old world are puppets and the wealthy keep it that way. This is really where your coming from, or being evicted from in Manifest Destiny.
I realized both areas are fertile soil for ideas. This has lead to my planning opportunities for players to play in these areas once I have completed my core book. Rules for table top battles in both space and on the ground. A game where you player a runner, attempting to escape forced colonization while committing criminal acts for the highest bidder. There is just allot of room for things in this two universe idea. That is why I did it...we are imaginative people. Why not use it.