Here is my assessment of Penguinator's music RPG. The first thing I feel I need to address is the opening post. When I first looked at the post, I noticed that there was no title at the top. I know this was probably because of the ZoSo intro, but whenever I scroll over the post, I have the vague feeling that something is missing. I am of the opinion that you could have put a title in there without having the intro lose its effectiveness. Second, Peng doesn't use a lot of color. Color is great for opening posts. It helps draw your attention to important sections and sentences as well as making the GM look more experienced and competent. It is one of those things that can really add to a first post. On to the game mechanics. I agree with a comment posted earlier in the thread, that the bands get too much money in the beginning. The wares were also too inexpensive. Only a few, if any, items were highly priced and seemingly way out of reach. This is important. The items should have a huge price range, from the "economy" versions to the super, super, super expensive. Having very expensive items also gives the players something to reach for. Because they want the very best in the store, they will spend more work on their posts and post more often. This translates into a better game. Also, I thought the system for playing in gigs was too simple. There should be some factors that aren't visible to the players, like the audience temperament. Maybe the audience just doesn't want rock, no matter how good it might be. I also think that there should be an element of luck. Sometimes everything is going great and the band steals the show. Other times they are having a lousy day. I thought that the players had too many points at the beginning. They should have to work for those high numbers. Another major issue was the lack of a central story. There is nothing to keep the players together and interacting with one another. There might be lots of interaction with the GM, but that isn't enough. RPGs thrive on interaction, plain and simple. There are two major kinds: player-to-player and GM-to-player. The game needs both to succeed. A main plot is important because it both forces and gives opportunities for the players to interact. If there is no main plot, players will lose interest and the RPG will die. There are good aspects to this RPG, but I won't mention them now because I am sort of brain-fried.