TwinHerder said: Brian, What I meant was if a person wanted to pay 5$ a month, and they wanted to make it appear that a feature is more popular than it is, then they could create a new account every month, and get 60 votes a year, rather than the normal subscribers 6. This should be balanced, before someone decides to exploit it and discredit the voting system. Since an account must be active at either of subscriber or mentor level to have it's votes show up, the only way they could put 60 votes in is by maintaining 10 accounts concurrently. Additionally, since you can only vote on a suggestion once per account, they could only get 10 bumps per suggestion with 10 accounts. While I can see that this is technically exploitable, in reality I think it is already pretty self balancing, and if someone really wants to fork over an extra $50 per month to highlight something extra important to them I don't have a problem with it. There isn't anything on the suggestions forum that I don't want (possible exception for the "popularity contest" suggestions), and more money in the hands of Roll20 is just as likely to cause them to do things I have voted for, regardless of the source. The idea of javascript API adding to the server overhead is strange, as javascript is normally client side computed, not server side, but with an AJAX style dialogue it could add some overhead. If the scripts are all being run server side and their effects are only being exposed via flash, then the overhead could be huge, especially if there is no prevention of messy / inefficient scripting. The API is server-side javascript, with a sandbox for each campaign. It communicates changes to the state of the campaign by setting data in a (near) realtime database called Firebase. The game servers receive these state changes by the data communicated down to the clients from the Firebase for that campaign. Graphics are all handled in client side OpenGL ES (or equivalent), so no flash. There are systems in place that will prevent an API server from running away via heartbeats and other metrics. There is nothing beyond that to prevent messy / inefficient code. I imagine much of the cost is associated with the increased traffic of reads and writes to Firebase and in the continued execution of the many events that occur as a result of multiple players all performing actions in the system. Subscribing for 1 month has been something on my mind, but I tend to take my time tinkering as the mood hits me. Truth be told I will probably do that, then pay for a year if I am not disappointed, and take my time seeing what can really be done. It would be nice to do this on someone else's dime, then pay for time I am actually playing games, but I have always enjoyed the setup more than the running / gaming. If the setup is the part you enjoy, then paying for it will be paying for enjoyment! =D If you're on the fence, feel free to PM me and I'll invite you to a sandbox campaign where you can tinker a bit.