Finally finally: I love the current game. I do. I just want to make sure we wrap up the main character's main arcs as gracefully as I can manage (which isn't all that, TBH), and wrap up before we jump a shark. I want to end, not fade, you know? That's all it is. As I've said, I agree on all counts here. I have dozen more stories to tell here, but the increasing cruft of What's Come Before, the tangle of plot lines partially resolved, and areas where the ground has been well plowed multiple times already strike me as danger signals, like the seventh or eight season of a TV show, after the cast has changed some and the basic tropes have been worked to death, and things either devolve into self-parody, boredom, or radical changes that 90% of the time fail. Put another way, I could write Alycia/Summer dialogs for another couple of years, but sooner or later everyone else is going to be dead bored by them. I don't want that to happen. I think your observation about communities makes sense, but I think it's more than that, at least for me. To use Masks, we've had success when we've been able to explore outside the team to other relationships and motivations (the community aspect), but we've also had success as we deal with character interrelationships (the internal community). We need a reason to be together to keep things going, but we need reasons apart from that to keep the characters healthy. And in the best of all worlds, that creates tensions for each character -- between different character relationships and each character's relationship to the communities around -- as well as strengths and synergies.. Thus not having a lot of enthusiasm (and Margie, to speak for her, far less) for PvP-focused games . As time has gone on, I've found my own inclinations going as much to co-op games as competitive ones. In a world where betrayals great and small are far too frequent a fixture, my escapist gaming fare is best served reinforcing those bonds of friendship, not cursing the sudden but inevitable betrayal of one or more comrades-in-arms. (I can see that happening in a game I'm in and enjoying it, but I don't want that to be the point of the game, if you see the distinction.) I think part of what has made the Menagerie campaign a success, beyond the relationship side of things, has been the opportunity for growth and change . In most RPGs, this is handled by "You now add an extra die to your fireball" or "You now can wield the Rod of Prodigious Explodingness". Masks, being about personalities and personal growth and maturity, encourages advancements to actually signal changes in the person, resolving the core playbook challenges. Characters advance as people, not just capabilities and tropes. That's extraordinary, fun, and has worked well for us by and large -- I'd go with something that does that in as elegant a way in a heartbeat. (Put another way, I loved playing Ganna and would be happy to go back to her at some point for a one-shot -- but she was not going to become more than the gal who impulsively whacked bad guys with her hydrospanner, even with the worrisome Force stuff thrown in. Ditto for our characters in the dungeon crawl we did. On the other hand, both Jason and Alycia have, I think, evolved as people since their introduction. Sure, some of that was cutscene driven. But a lot was just the nature of what the system enabled them to do and be, along with some good GMing.) Of the suggested games above, I don't know enough about enough of them to say what would best satisfy my itch. That said, I am totally all over a Menagerie-the-Next-Generation game, whether it's the Quill School for Gifted Students, run by the married team of Jason and "Mistress Alycia" ("I told you, do NOT call me that"), with other old school Menageristas as faculty, or street level vigilanteism, or whatever setting makes sense. With some (but not all) characters being offspring of the previous generation (or our NPCs). We know the setting works, it gives us a chance to reset the plots, try new things but also play with old plot threads and memes as they seem important, and leverage the existing wiki. :-) Bottom line, I want to have fun, and having the current crop of players is at least half the battle in getting there. So I'm sensitive to that, too, and want to do what works best for the crew.