Hello again. This one might be a little shorter because, while I am indeed piecing together what I want for the first dungeon, I wanted to take a bit of time to consider (aloud) one aspect of dungeon classification and by extension player progression. If anything, it'll help me have a clearer grasp on what my options are. In the Explorers games, Exploration Ranks are (unless I'm missing something) milestones attributed to the PC and their partner as they progress through their adventures, signifying their level of experience as explorers. Could be wrong but, to my knowledge, nowhere else is ranking mentioned in the games than when it is applied to the player's team. I don't believe it's revealed what the other guildmembers' ranks are. And there certainly isn't some manner of ranking for the Wigglytuff Guild itself, because it's very much the only one in the story. If I'm on the mark thus far, then you can probably see where I'm going with this. As this project is shaping up as of now, ranks may have to carry more weight. There will be at least one adventuring team made up completely of PCs at the start of the story, with its own name and ranking ("Normal" to begin with). That ranking will be tied (either directly or indirectly) to the members' literal levels and the levels of any new PCs that may join that team down the road. The team's rank will also determine what dungeons and jobs will be open to them. Will that wind up with us tracking team rank points throughout the story? Possibly. It might not be that hard to do, but I suppose a good method to fall back on could be to tie rank progression to certain checkpoints in the story. Other teams might come into play too though, either of PCs if interest grows to support it, or even side characters as the outpost itself grows in size. I'll be taking a look at the ranking/points scale that EoS used and coming up with a path forward. Thanks for listening to me talk aloud here. I'll be back soonish.