[@DracoLunaris] I'd be up for that. One issue I had was that the way I ran the roleplay players didn't have very much autonomy. I want to have a game with loot and neat events, but I don't want players to feel stuck or limited in their actions outside of what they do and do not have in regards to items and weapons. The 'mission' setup was probably pretty bad on my part. As fun as it was making what amounted to a 'dungeon' it was a bit of a slog to get through and slowed things down quite a lot. Another issue I think was responsible for the slow down was having to wait on me to determine loot results. I enjoyed writing the descriptions and I think the item-card setup I had was a good way of stream lining things. However the fact players were reliant on me and thus had to wait for me to determine what they found was a major slow down. If players could somehow [i]roll[/i] for themselves then I could provide the item cards afterwards. However the way I do rolling isn't exactly streamlined and there's always the potential a player could cheat or simply decide "Yeah finding this tesla cannon in this plant feeder makes sense." What do you think?