Completely right. I will add the clarification that many scripts have tasks they do on load (pre-cache player characters, find all trap tokens, etc). If they are written efficiently (deferred queue parsing, findObjs() with indexed filters, etc), they won't cause issues, but many scripts take a simple approach. If you see missed heartbeat or possible infinite loop at start up, this is likely the cause. If you see those in the middle of a game, it's a poorly written event handler. Really, efficiency going to have more to do with the selection of scripts than the number. As Keith said, the API is event driven. The vast majority of scripts should basically be doing nothing most of the time.