[@Traps] Are you writing that output to any kind of database and is the randomizer reading from a file (i.e. write down a long list of possibilities and plug the file into the executable)? Me asking random off-topic programming questions .... :P Biggest potential point of contention here is the idea of character growth. There's two ways to do it and I personally would consider one to be superior than the other in most cases. [i]Arbitrary:[/i] tabletop style. Raw character stats that can be increased is a purely arbitrary system. Its clear, defined, and makes comparisons and balancing very easy. This is great if you're making a tabletop-esque RPG. However, among people who come to write stories rather than play D&D (I fall into this camp most of the time where I prefer one extreme or the other, never a mix) will not favor this and would much prefer ... [i]Nuanced:[/i] non-quantified written description. Eliminating the need to quantify something allows it to be situational and multi-faceted in interesting ways. This becomes more difficult to enforce a balance on since the actual power level of said attribute is not quantified. This requires more faith in the players from the GM(s) but for the purposes of storytelling, is generally preferential. So ultimately it does come down to what kind of a roleplay you want to make here. I will caveat that by reiterating that the advertising lends it to appear more as an open-option storytelling RP, rather than something that will play out similarly to tabletop roleplaying games. As long as you keep in mind what your both your current and target demographics look like, then I'll follow this through its development.