[quote=@SleepingSilence] (Seriously, If you "have real life stuff." Please, don't run a campaign! >.<) [/quote] This. I do not think it could be said any better or any more clearly. If you haven't the time to dedicate to other players, other actual people who exist despite you being mostly incapable of seeing them, from all different corners of this world, do not participate or start a topic. None of us, and I believe I can say that with absolute certainty, enjoy throwing our creativity, time, effort or hopes in on a topic that will never get off the ground because the Game Master or a few players have "real life stuff" to worry about. Roleplaying is a hobby and of that I have make no mistakes, but unlike other hobbies which are content to remain idle where they lay, this is not one. There are [i]other[/i] people actively trying to be invested or involved in a [i]game[/i]. There is a reason so many people become frustrated, burned out or simply put, disinterested and disillusioned with the entire genre of roleplaying and that is mostly because of other players. I know I have delved into this topic in light before, [@Kratesis] can confirm this and to an even further extent, but restarting over and over again is more damaging than just not beginning whatsoever. With the way the Guild functions however, there's no surety that any amount of preparation, forethought or effort is going to get you viable success; genre seems to do that more than anything here. If your idea is not marketable or at times even close to pandering, the odds are not favoring you. A few general factors I notice for success are, as I mentioned, first the genre. If your roleplay is a loose high fantasy, fandom, school or anime based roleplay, your odds are significantly better in attracting attention. Second, it seems the general interest check needs to be loose enough that anyone reading it of that party feels they can grasp on to it - a given of course, but the more strict or specific, the less likely you are to see any votes here. Third, there needs to be visible communications and discussion on the interest check, with a rapid turnaround and minimal delay between that and the initial topic itself and then an initiating post. Fourth, players - for one reason or another - seem to need to be coaxed to do anything; it is almost as though they are all afraid of posting, which are born of some factors like we saw earlier in this topic about nitpicking. Did my character say something? Yes, yes they did. They thought something too. Does that make it accurate or lacking in their perceptions twisting it? No. I knowingly wrote something like that because I can read back the previous information and give an in-character answer to it; how [i]they[/i] feel on it. The opinions in the meta are meaningless.