[quote=@ClocktowerEchos] As much as I hate to be "that guy", it might be better to get some experience roleplaying on this site before jumping into trying to GM your own RP. I know you have experience on other sites but trying to use that experience alone on a different site is a pretty shortsighted belief, and one that's pretty common. Your hook is really, really weak since what you have is pretty much the baseline for all NRPs here. Plus you're so new that people are less likely to jump on your idea since you are more or less completely unknown and the NRP community on this site at least is pretty close/small (or even insular). [/quote] tbh I'd say that something being perfectly flat and formless isn't the worse thing that could be done. Sometime you just need a sandbox to do shit in and feel something out before you run it elsewhere. You never really know. If we let ourselves get too caught up on having so many unique hooks and catches then I feel like we could just become a host to infinite gimmicks. It's not like we really have a sandbox for this section of the site to run newbies through anyways and just sort of trust any of them would be able to approach any of our infinitely unique NRP concepts or deepest lores. So I think someone new to the area coming in with a nice barren sandbox RP would be nice to have, if to give even experienced writers here something low stakes to stretch things out in and even mingle more broadly. As for what's been said about coming with a unique system: I wouldn't try. It often leads to a lot of railroadism and takes out a significant portion of the organic development of an RP, which should justifiably be about the stories. Now I'm sure you could probably come up with a good stat system but I think a lot of 'selling' that would come down to trust in the good sense of the GM and does require you're just a familiar face and have developed a base to help you. But in general in my personal opinion it's absolutely unnecessary, it's probably a hinderance even. The best stat system or mechanical system to an NRP is one that doesn't exist at all. Being able to build trust and cooperation between players is more the priority than having to build Yet Another Paradox Grand Strategy Title. After all: I do this after my job, why would I want to work a second? I can say however: for a potential medieval setting global conquest is probably overambitious as all hell, even conceptually. It would take armies years to cross any amount of territory and the political systems that make up a "medieval" world are not centrally built enough to handle grandiose global conquest, they've typically fallen apart relatively quickly or at large scale begin to resemble factional relationships between local gentries than solidified, centralized nation-states. So if you want to go medieval, it would be in everyone's and the setting's best interests to just be regional. Otherwise a globalized medieval RP would either have people too far apart to mean anything.