I had forgotten to add an Appearance: slot to the CS. Adjusted. So a few points of discussion. FIRST The idea here is for each person to kill one and only one person. I had considered the prospect of it secretly being a "Hunger Games" scenario where, instead of being released, a character would be texted another person to kill until only two were left. But that conflicts with the real intention of the experiment. It also means the game will drag on, and the longer a game runs, the higher the risk of players deciding to leave. I would like for this to have a definite start point and end point for the player. SECOND One of the key elements is the ability for players to join and leave without impacting the story or any other players. For killing them instantly, if need be, I have a couple options. Let me know which one(s) you prefer. 1. Have them try to escape and die. 2. Kill them with an explosive collar, which was used in a different RP. Or some other insta-kill device. 3. Have them collaborate with another player to get themselves killed. THIRD I'm also fiddling with things for the GM to send to the characters via phone. "Forgot to mention: you have been injected with a slow-acting toxin. The only existing antidote is resting in my pocket. You have about three days." Thoughts? FOURTH Also! I need a way to cycle day and night. I could base it on a time zone, I suppose, but that's hard on players in different time zones. Right now I'm considering making every other IRL day (in one set time zone) could be a whole day. Monday: Day 1, Tuesday: Night 1, Wednesday: Day 2. I could update it IC. Or I could just leave it go and not worry about day and night, as assume the entire experiment takes place through one very long day. --- @tigersloth @Cryfest @Default And anyone else interested.