[quote=@Earnest Evans] [@lydyn], I'm not quite sure if a strict 10 slots for the whole RP is a good idea. Considering how this is a collaborative effort, if any one player were to suddenly drop due to real life issues (and this is almost a given for this time of year, finals are a [i]nightmare[/i] to some people!), the results would be disastrous. Considering how all the characters will start off separated from one another, I feel that letting everyone join (assuming their sheets are acceptable) and seeing who stays with the RP long enough to join up with the group would be best. Speaking as a veteran roleplayer, a relatively nonlinear story like this works best with a plethora of players, as each of them can continue the story even in your absence. [/quote] It's not exactly nonlinear... and I'm likely to have them meet up pretty quickly actually. This isn't a sandbox world, I'm sorry if you got that idea, because there's a definite quest and goal to the role-play. Yes, people could drop and that'd be sad, but with the level of players here... I believe we could find a way to move onwards and easily include new players if that need should arrive. The point of ten players/characters is because it's not a sandbox world - I can't realistically manage more than ten people, possibly giving them all individual attention (depending on the scenario). Also, in some cases, they could move on without me... but since this is more akin to a D&D ran campaign (with plenty of wiggle room for subplots, etc), I'd imagine they could only get so far.