[i]Ohhh, alright.[/i] I'm gonna appreciate style in a roleplay when I see it. There's an eccentricity to something named [i]Chicken Leg[/i] from the get-go that I [i]love.[/i] And everything about [i]Chicken Leg[/i] is simple and accessible. Honestly, could I describe it as [i]generic?[/i] there's inevitable negative connotation with that, but I wouldn't say [i]Chicken Leg[/i] being generic disservices it in any way as a roleplay. The setting is openly science fiction-y, nuclear fallout-y; the premise is go from Point A to Point B; the selling point is fighting robots and zombies with the weirdest shit imaginable. It totally works, and it seems like it'll be a lot of fun. If you plan to adapt what you've presented here into, like, solo work, I'd say you'd have to be a tad more ambitious in regards to the idea itself. In reference to what you said above, what sells flawlessly for a roleplay I don't think would sell well for a novel, just based on how open this really is; I can become immediately invested in [i]Chicken Leg[/i] because of the vague aspects and aesthetics it borrows from various genres. The pictures you used are a great example, as they set an immediate expectation, that of the last gruff, urban, sci-fi landscape I experienced that I can play off of for an impromptu roleplay post. The robots and zombies that serve as the main antagonistic force as well aren't applied an identity of their own, so I'm pulling from my memory and various tropes to fill that gap. For [i]Chicken Leg[/i] to shine as an original idea, you would need to feed me those images rather than rely on what I already know. To sort of summarize: CL's more of a [i]prompt[/i] than the skeleton for a proper story; this works flawlessly for a roleplay, not necessarily for a novel. If you engaged in more development of the idea, isolating "solo" CL from "RP" CL, this concern would be eliminated, I believe. And if you wanted, you could apply some of that development to the roleplay too, if you wanted to elevate it a little. Though, as it stands, I can certainly appreciate it. Going back to your concept as just a [i]roleplay:[/i] I am of the opinion that the premise could be communicated much more concisely through DJ Wildfire alone. I think embracing his role as Mr. Exposition would be for the best rather than introduce other characters to support his role; coalesce everything you want players to know about the background, thread it through Cauliflower. ...Wildfire. [i]DJ[/i] Wildfire. Gotta say the whole thing. Doing that too, I think, will reduce clunkiness in the dialogue ([i]if I may be so bold[/i]). For example: referencing 'Thirteen Reasons Why'... in 2056? [i]Would it age that well?[/i] And a last real qualm of mine is with the sign-up sheet, because that fucker is [i]long,[/i] dude, and unnecessarily so. With an app already having been posted, this might be easy to dismiss, but I want to assert all the same that the roleplay overall is far too fluid to expect this extensive of character bios. A "Backstory" section may seem innocuous, but in order to fill it, there has to be context; the only context: [i]bad shit went down.[/i] The first character evinces this, but the sign-up in its current form is inviting characters with a grunge-y solemnity to them, at least regarding their brOOdiNG paaSTs. This RP is too tongue-in-cheek for an excess of those, at least how I've come to see it! The sign-up should be as accessible and lighthearted as the roleplay itself I think, to invite the quirkiest cast of protagonists imaginable, the less defined conventionally, the better; drop terminology like "Species" and "Combatics" that invite players to deconstruct their characters [i]logically[/i] and make things more general. As I see it, this roleplay as it stands would benefit the most by treating its characters like those of a cartoon show, where aspects can be digested without having to be justified, since this roleplay, like a cartoon, is so airy as to allow endless possibilities to exist canonically. I would also definitely drop the entire "Story Behind the Man" section with what you have now so players have their minds rooted in the present. Elements of the past could be developed through the story itself. But otherwise, this is simple and stylish. I like it! Hope my critique actually reads with some decency, it's really just a string of commentary I tried to flesh out as best I could.