I still haven't read over the entire thread extensively - nor the OP - yet, but I'm noticing a few misconceptions coming up here and there with some of the thoughts people are introducing to the discussion. Putting aside my own dilemma mentioned previously (the one regarding the 'guild' system), I'm going to express my opinion about some of the comments people seem to be making. Aren't some people jumping to conclusions just a little bit too quickly here with all these criticisms about the levelling/achievement mechanics? If this role-play is meant to be inspired by MMORPG-based franchises, it sort of only make sense that these sorts of mechanics would exist in the [i]background[/i] for the purpose of maintaining the right aesthetic sense; however, some people seem to be missing a very crucial detail -- that doesn't mean that these mechanics are going to take [i]priority[/i] over the role-play and storytelling itself. I'll be perfectly frank... I hate role-plays that allow RPG mechanics - like statistics or dice - to take over the narrative and get in the way of the role-play being what it's fundamentally supposed to be -- a story. With that said, did it actually occur to people that [@Gowi] more than likely didn't intend to let these mechanics interfere with the narrative itself, and that they were possibly put into this role-play simply in order to make the setting accurate? .hack anime series are based off a world that includes stats, levels, dungeons, items, et cetera, but do you actually ever see these things taking priority over the [i]storyline[/i]? I don't think so. The sole purpose of these elements is to set the groundwork for the world in question -- if you're a fan of MMORPG role-plays, you'd think that's something you'd appreciate. With this in mind - rather than simply criticize the idea - I think people should be focusing more on discussing how these mechanics can be implemented in a way that doesn't become invasive to the role-playing. Obviously, this is meant to be a discussion thread, but what's the point of deconstructing an idea if you're not going to reconstruct it with positive input or suggestions? If you don't want to take part in the role-play but have nothing constructive to say, why even bother commenting? He did say this was all open to discussion, so things aren't technically set in stone yet. Who says the achievement mechanics are actually going to do anything but be part of the setting's background? Was this confirmed?