Okay so I made some requests and I came up with a little idea that we can use to promote skill development in the roleplay. Essentially non-story related quests will offer a certain incentive to the characters who didn't get to participate in the story quest through the use of Spell Tomes or Magic Relics. A Spell Tome can be used to greatly increase the rate at which you develop a technique; essentially letting you add an extra low to mid tier spell to your character or greatly enhance the abilities of one of the abilities your character already has. Magic Relics can be traded in to Alicia for a Greater Spell Tome; which lets higher level characters develop their abilities. Magic Relic Quests are much rarer than Spell Tomes and only Mages C Ranked or Below can use Spell Tomes, while mages C Ranked and above can use Greater Spell Tomes. Greater Spell Tomes offer secrets to higher level spells but require 3 Magic relics to trade in. Unlike regular Spell Tomes however, it requires 2 greater spell tomes to be used to add a new, high level spell to your character. This is what I meant in the rules by low level characters developing faster. There will be many opportunities for Spell Tomes to be found. Can you develop your characters abilities in other ways? Absolutely, Spell Tomes are just a way to regulate who is gaining what abilities but they only aid in the learning of spells. After a substantial time in the roleplay with your character, they will naturally develop to a stage where they are more powerful. This is just a system I'm trying out that actually tries to make people who start out with a weaker character feel as though they aren't going to be completely overwhelmed by the stronger ones; as the Spell Tome system makes it easy for them to develop while the Magic Relics required for stronger characters to gain abilities occur less and more are needed for them to gain a spell. Any ideas or problems with this system? If so how can we balance it out?