[quote=@Polybius] Finally, [u]I hope you take this as constructive criticism to improve your game, not personally[/u]. [/quote] Of course. That said, perhaps I did not explain as well as I could have that you are not truly RPing as anything. You are writers, not writing from any specific perspective and definitely not your own. [quote=@Polybius] 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. [/quote] I had thought about that, but I want certain things to be longer than others, naturally. That also seems like the same thing, just swap paragraphs for sentences and less uniformity. It is not intended to limit people, but rather make sure there are clear-cut expectations. [quote=@Polybius] 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) [/quote] That is fair. When the OP goes up and as I continue I will put that in. What I can say right now is that it will have to do largely with how much has happened rather than a hard turn limit. [quote=@Polybius] 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' [/quote] A. I believe I covered this in my heading. Based on my RP experience, playing as a legitimate God is boring as hell because you have infinite power and anything less is pretty much just bullshit mechanics rather than story-driven limitations. B. I think calling it the cheap way out doesn't really do the idea justice. It has worked for many fantasy authors, including George R. R. Martin, and we see that the most inconsistency comes in, even for him as a solo and professional author, when magic is used. C. That is perhaps a more fair description than what I displayed originally. I would still maintain the fantasy tag on the basis of there being Elves and Men and Orcs and Giants and Dwarves and whatever else, but you are correct that my goals are very far from common high fantasy. It is intended to be as realistic, and therefore as immersive, as possible. I may at this point be speaking purely subjectively, but whenever I come across or even hear of a logical inconsistency in pretty much any fantasy media, it is the first thing that always comes to mind and from then on the setting ceases to excite me and begins to disappoint me, where as my favorite setting pieces are generally the proving grounds of the less-than-morally-white rogues and Robin Hoods ad the hideously corrupt yet still charming politician, not mage towers or floating cities.