[h3][b]Update 1[/b] - Advanced Game Mechanics (Part 1)[hr][/h3][right][b]Introduction to Structured Elements and Encounters[/b][/right] I should say first of all that it's unlikely that every RP that comes from me will be with this level of work behind it in mind. When I propose features like character statistics, equipment, skills, and abilities in conjunction with other quantifiable aspects of the game world, I do so in recognition that it's going to put off many potential players that would have gladly joined in otherwise. I know as well as anyone that free time is scarce and most people who have a choice will never willingly perform math. Furthermore, I can imagine that the more game features are implemented into an RP, granted there's a suitable level of world building that goes with it, the less room that leaves for players to present unique ideas of their own to an extent. That would of course be a regrettable consequence if I should ultimately fail to allow for accommodation where others might have done so. The topic of creative control is something that I've pondered over a lot in the past. It's hard for me to determine how other players approach an RP that interests them, but for [i]me[/i] I can say that I've frequently been guilty of centering my potential involvement in a project primarily on the concepts I wanted to bring to the table. I believe I usually did a good job of keeping whatever I brought to the fore in line with the GM's requirements, but that desire to have something for myself in the face of everything else was a potent one. And now in contemplating the possibility of making the cross to GMing, I'm mindful that like myself, there are many out there that at one point or another had ideas they've been fond of or imaginative foundations they've held onto that might have made for enjoyable campaigns. But in the end some hold back from inviting people in because on some level they rather not deal with relative strangers who may very well only see the project for what they can turn it into for themselves, and not for what they, the maker, intended. It's a matter of communication and balance ultimately. I have to be clear on what I expect, and leave room for player expression where I can. I'm not saying that I'll be proficient at balancing these things right away, but I hope anyone that simply cannot work with the inner workings of some of my RPs will at least appreciate my attempt to make something that works instead of either dropping the project entirely or reserving it primarily for myself. [center]----------[/center] Okay so this feels like more of a rambling preamble than a real first look into any solid features I have in mind but I'll make sure to have something tangible for you guys in the next update. This one here came late I admit, but the next one should come sooner... if I'm lucky.