[quote] When it comes to you killing players off, perhaps it could be a randomized fate? Similar to a spinning wheel in which you have numerous methods laid out and randomly choose. Or have them die in a character-specific way, that's determined throughout their gameplan or life (from the bio). Though I don't think in most cases the latter would be instantaneous.[/quote] I'm going to make (or find) an overhead map of a medium-sized town/cityscape OOC. That way, players can keep track of where they are and what they see, which will allow them to "randomly encounter" other players. It'll also let me force players towards each other. Like I said in quirk 3, I won't be able to kill people, but I certainly won't be telling characters that, and automatic fire or mortars will likely do a lovely job of moving people in a specific direction. Also, the store. Forgot to mention this: the store at the center of the map is a no-kill zone, with four identical doors (north, south, east, and west). I'm not going to let anyone get away with hiding in it to ambush other characters, or get away with camping. There are checkout lines at each door, and everyone will be supplied with a credit card of sorts with infinite credit. This will give players a better sense of remembering what they bought, make it a little less hectic, and will provide useful data to the Institute. So when you start, you'll have a flip phone (which makes browsing the internet and emergency phone calls impossible) and a credit card with infinite credit. [quote]My pick, from the list, are the collars.[/quote] I'll put it to a vote.