Ooh, ooh! Can I throw my opinion in as well? *bright eyes* I would be happy to handle might with case-by-case discretion. If anything might should be be more a case of "how much effort would have to be invested to stop this." Having that much as a limited and quantifiable resource is very useful. A little wiggle room is only fair, otherwise the quantities become too arbitrary. (Before reading on, keep in mind that Dawnscroll is not at the point of doing what I'm about to outline, but someone joining in could be in the future without us knowing. All food for thought and nothing else.) However, in the case of the realta, there's a limitation revealed in that system. Being so deliberately constructed for being better than most of what could be offered up, the realta present a danger that discretionary might use could become a meta-game. If someone can argue their physics knowledge alongside the limits of what might can to do say "I make the biggest club that can kill anything and no one can stop it ever no take-backsies I win," it steps out of the realms of story and into game territory. There's a conflict between players waiting to happen. Dawnscroll gave the black hole example and that's pretty much a perfect case in point. For instance, I know Conata's person isn't in much danger from the killer club as it's probably not going to do much to her before she is able to retaliate. However, that might not be the expectation of the person who created the killer club. Then there springs forth a silly argument about expectations (disguised as nattering about mechanics when it's such a loose system already). Then somebody throws a tantrum and takes their ball home. Then the RP grinds to a halt because we're all walking on eggshells by that point. And then everyone feels disappointed. Rather than let might become a set-in-stone thing, I would rather mitigate the issue by setting a few points of understanding to make up for it. These are just suggestions for everyone else, but they are how I treat others here: 1. Whatever makes a cool story should come first. I think we all know what that means given the quality of writing we have here. 2. People should have a say before you go messing with their stuff. So far, from what I've experienced, everyone who's interacted with my things has been considerate and asked clarification when they're uncertain. That's actually really good. When that doesn't happen, people flatten stuff that you put effort into and they do so with nothing more than a post or two; that's not fun. 3. Be prepared to have your stuff messed with. We're interacting characters, some things aren't going to go to plan. There is generally a lot of chaos with this many authors. This chaos spreads to compromise impregnable defences, unstoppable hordes, and generally anything that you're certain of. If you want things to go exactly to plan, go write something on your own. The chaos is actually one of the reasons that I love RPs the most, both play-by-post and otherwise, so it's probably the most important point here. 4. As in improv theatre, beware the word 'no' and treat it with respect. That's not to say that you should never say no, just that you should explore the possibilities before you say make a decision. Outright refusal is the quickest way to kill plot that could develop a character in ways you may not have considered. Anyway, a rant had to come from me at some point. It may as well have actually been related to the RP. Keep in mind, I am aware that I'm not a GM, so none of what I say is [i]da roolz az rit'n.[/i]