[quote=@Willy Vereb] I'll throw my hat into the "Gods, Men and Everything in between" idea. God NRPs were actually tried and there's a decent following for it. I figure the reason why this is picked is the same for most of us. We wish to finally play such game to competition or at least to our satisfaction. [@Theodorable]Can you divulge more details about how this game would be played? Would there be game mechanics or more narrative based with events spawning and in-character deeds rewarded with various achievements? I'd support the latter more as it's basically the ideal of what most players in this section like (yet never really get). Game mechanics have to be very expertly created to avoid somebody gaming the system. Plus I don't like the idea of being beaten because of a cheese strat rather than writing down a fun story and mutually decide to have things play out the way they do. I am just curious. Thank you in advance. [/quote] It will be the former. All of my games are specifically designed to have concrete mechanics that can be utilized. Every turn (which we will call a Millennium in the First Age, a Century in the Second and a Year in the Third), every Deity will have 3 Actions. Actions not used are saved. Such actions would be: Change Landscape, Change Climate, Create Race, Corrupt/Purify Race, Create Subrace, Instruct Race, Bless/Curse Race, Consolidate Power, etc. All of these have concrete results, some modified by a DRM (Die Roll Modifier). I have long been a proponent, in accordance with real life, that the results craft the narrative, not the other way around. I—-as the GM—-am simply here to hold the game together and make sure everyone abides by the game mechanics and crafts the world they want. Purely narrative games fail because they become a tyranny of the majority or the GM. In a game of ten players, it becomes a game of six players telling the other four what they can or cannot do. Or, in the realm of “mutual” megotistion you get gridlock. Here, you can fully envision the world and races you want, limited only by the reactions of other players. I don’t personally believe any of my games have allowed for cheese or min-max strategies, so I wouldn’t be worried. There will be a plethora of random events dictated by a die roll referencing a list of events which I will make available to the players.