Still keeping tentative interest but I do have some (hopefully) insights into your decisions for game design: 1. Points seem like a good idea, but if your just using them to limit post lengths and actions a player is able to take each turn why not make it simpler and just say like 'take 2 actions per turn & write a minimum of X paragraphs for each action'. It seems counter intuitive and more complicated unless this is a PvP type thing, which it does not seem to be-rather a co-op world building type thing. 2. You need to determine clearly when phases of play are over. "Whenever I feel like" is not good enough for me as a player. Maybe when X amount of actions are taken or other certain criteria is met. (X amount of races, or X amount of terrain is filled in etc. depending on the phase) 3. [quote=Gaebrael] [i]As far as magic and Gods and divine intervention goes, it is very low fantasy. The central point of the world is that everything remains very much internally consistent. The best way to not screw this up is cut down on magic things.[/i][/quote] I can't reconcile these design choices for a few reasons: A) We are literally playing gods so reducing the level of magic is inconsistent with the setting/system relationship. B) If the reason behind A) is to reduce inconsistency in magic creation, I would just use my GM powers as the need arises. Otherwise, it just seems like 'cut(ing) down on magic things' is a cheap way out and again, not consistent with the "your playing gods and creating a world, but it's low fantasy so no god stuff". I really do want a 'god-game' to play and this could be good, but it seems like you want a more realistic (flora & fauna, index etc) world building game with a 'fantasy' tag slapped on it rather than a 'fantasy world building game' Finally, [u]I hope you take this as constructive criticism to improve your game, not personally[/u]. .