[quote=@Vongola_Hasayo] Mission boards will be filled by both myself as well as Co-GMs and player suggestion. Transportation? That I didn't think about. Well, now is as good as any. I suppose there would be multiple ways of getting in and out. Man made underground passage ways with stairs from the early days of the settlement, maintained and updated over time. Gondola lifts as a more convenient option. There are functional streets but navigating the Waterways may be a faster way to reach your destination so boats are quite abundant. Maybe at least one or two train routes running through. Hmm...if you have any other suggestions feel free. [@Zeroth] [/quote] As far as facilitating the missions themselves go and not just jumping into outright world building, all I've got for suggestions is this: Give as much info as possible through the actual quest poster/letter/etc, so that tracking down the NPC who asked for the job and shooting the breeze for an hour isn't a necessity. That tends to slow things down and, unless it's going to be an entire arc, usually doesn't result in learning anything. New towns and any "Named Enemy NPCs" might be better off as bare bones. Compared to the actual CS, all the info we'd need on a non-recurring NPC is a Name, their Magic, and maybe a short blurb of backstory like "Leader of the Thief Guild Robbing Hoods, known for eccentric behavior centering around song and dance and wearing tights." These first few "flavor of the week" missions serve the purpose of everyone getting to know their characters and each others', right? Only problem is, because there's no real driving force of plot, it's easy for an RP to fall flat or be really boring and slow during this phase. So anything to expedite that is a plus in my book. It's your RP though, you run it how you want. I'm just throwing out ideas and observations.