[quote=@Aeonumbra] [@LegendBegins] This is similar to a volunteer organization though. Without the GameMaster, there would be no community for that roleplay specifically, no little family of adventurers. But like the organization, participants are completely voluntary. Despite how the power is handed out among the creator and the participants, that roleplay is not truly a democracy, it will always be some form of dictatorship. Ultimately the GM will make decisions that he/she feels are appropriate for his/her roleplay. The confusion that often happens is players invest so much time that they forget, they are willing volunteers for a world that does not belong to them. Most GM's do discuss problems, try to compromise, etc. Some don't. That doesn't change the fact that any system you implement will somehow be abused by those few bad apples. Even this current system, a GM could shut down the entire roleplay for no real reason, or ask players to leave. In the event of an absence, I don't see continuity a problem. The point is GM's already have the power we are discussing, it's just ethereal. Giving them a clear cut, defined action as to who can and cannot post in the IC does not upset the balance. It would make me feel more like a GM, which would be appropriate considering the amount of work I put into things, instead of a prophetic leader. The problem I see here is some of you want to keep power away from the people, and in the hands of the Mods. Mods are really just Mahz's Co-GMs, and shouldn't be responsible for every little nitpicking problem we have. Even so, many people would prefer to handle the minor details of tasks themselves. Imagine a world where disputes over World Lore have to be handled by mods, because ultimately that is the GM's decision and absolutely, irrefutably, nobody else's. Nobody should ever tell me how my world should be. Just like nobody should ever tell me who can and cannot be accepted to participate in it. Why is removal of IC privileges any different? Letting a GM actually feel like they have control over their own creation is not a bad thing. I feel that would also be an attractive feature and may help expand our user base. [/quote] That is not true. Roleplays, just like nations, do not always succumb to dictatorship. On the contrary, I have no problem with giving GMs power, but power to create w world does not mean you deserve the power to destroy it. I wish to reserve this power to the mods because while any entry may be limited, forcing someone out of a Roleplay should be reserved for the problematic few. There is no need to forcibly remove a reasonable person, and the ability to do so would only cause more trouble.