Yeah, sometimes I don't remember the purpose behind deleting certain posts. It might have been the slight renovation I was doing to the sites, in support of the campaign. I did go over notes tonight, and realize how behind I am in some homework for the campaign. The few things that were added, were for sake of where the story was looking to go. To help fill in details. Part of the idea - the intent I had behind the game, was to follow the players' lead. My original sandbox concept is still GURPS Autoduel. A lot of its content is in play for this - our campaign, more than Savage Streets. The backbone of mechanics is the house rules from Savage Streets. At least to keep me more consistent, so that players can indulge themselves more with the story. Less stress anyway for you, hopefully. As for world perspective, the characters are more free to explore and interact. I believe the best way to describe Savage Streets is as an autoduelling western. Based on what has been going on, and what actions the crew collectively decides, most aspects of the campaign won't exactly jump out and ambush the characters all of the time. Then again, it could also easily explode in their faces. It is a brutal world they live in. Since I am a player too, I am wanting to follow the story. See where the crew goes. I might poke a few red-buttons along the way. Here is the fansite link again : SAVAGE STREETS As for new players, I will still continue doing what I can to recruit them. Or, continue vetting them as they show up. I have a prospect in mind, but he might not show up. He's bit of a night owl, and may be prone to sleeping during our scheduled mayhem. Stay Safe, and Happy Gaming!