[@Takashi] I can easily get behind the horde vs named rule. That seems alright. My version just included the GM being in control of groups of elites that can work in formations as well as individual "boss-like" characters. As for "leveling", gosh that word sounds wrong for this but I couldn't think of a better one... I had in mind that it would apply to talents or powers that draw something from the victim. Basically, if your power can eat something then it's going to get stronger over time and this is tracked by points when its development allows it to do new things. However, if you're just a swordsman with a gift then you would have to take the time to develop a new sword technique. This would likely not involve repeatedly stabbing goblins in the eye, though that would be great fun for certain characters. In the end, it would be a limiting mechanic that would only apply to certain kinds of talents or powers and it would also be limited by the enemies available. Just as a child cannot grow to adulthood on crackers alone, however much they may want to (crazy kids), hunting a thousand giant rats will not get you anything much after the very beginning of the game. Basically, diminishing returns. But, as much as I would like to see it done well, I acknowledge that it is very hard to do properly in this kind of roleplay. It's especially hard to balance it correctly without it feeling shoehorned in and awkward. In fact, it might just be better as a personal tool to help the roleplayer to restrain the growth of their character's "awesome powers". Anyway, it's brainstorm time. All else is poof!