I've set up a few roleplays in the past that have had a core 'battle' mechanic in them, meaning that the characters participate in turn-based battles and receive exp/level up and such as well as roleplay. This would make the whole roleplay much like a game. It seems to work fairly well, obviously depending on the number of people playing. The mechanics are fairly simple. You would, in addition to your character bio, have a stat table you'd have to fill out based on what build you'd want your character to have. HP: MP: Attack: Defence: Magic: Resistance: Agility: Damage dealt is just Your Attack/Magic - Their Defence/Resistance. Nothing too fancy. I'd implement some sort of Limit Break/Limit Mode system for a one-time high damage dealing attack/mode. You'd be able to use Techniques/Spells (physical/magical) that add the MP consumed to the damage dealt (so a regular attack that would originally have dealt say 10 damage base, would deal 30 if turned into a Technique that costs 20 MP). Techniques and spells are named and work on the same mechanics; they can be of specific elements (Fire, Water, Earth, Wind) or non-elemental. Agility simply determines who goes first. After every battle you'd gain exp, and I'd update everyone's exp needed in the master post; if someone levels up they gain a number of stat points corresponding to their level which they can spend on their stats! So, what do you think? Would you want to give it a try?