I don't know why, but I've been stuck on wanting to try to run the game with a role-play perspective. I'm particularly interested in trying to emulate an old pen & paper style game, where each class serves a function, not each one able to beat the game individually. (Possibly) severe restrictions on gear, stats, and skills, to really hammer the role-play home. Think along the lines of AD&D if you are familiar with it, take the Cleric for example: The cleric can be good or evil, and their spells will reflect their alignment somewhat. The types of spells a cleric has access to can be cast in armor, but their ethos limits this to medium armor. Likewise, they may only use blunt weapons. They don't excel at melee combat, but are capable. Their life pool isn't fantastic, but they are more durable than arcane type casters. They have a heavy emphasis on destroying or manipulating the undead, which again is influenced by their good/evil alignment. A Paladin fits this bill pretty well, but in the interest of making Diablo II a single-player game capable of multi-player, the Paladin (and all classes, really) can access a myriad of other abilities better suited to the world of Sanctuary. I'm interested in ignoring these extra Diablo-type powers, and trying to beat the game. (Obviously, a healing/melee/undead killer is only fun for so long alone, though certainly capable of beating the game.) Other classes could easily be designed (by myself, or others) but I feel as if the "High Fantasy" genre of RPGs is most closely aligned with what we have available. Another good example of a game I am somewhat familiar with, and I feel could provide a lot of inspiration for characters, is FFXI:Online. Would anyone be interested in playing like this? I'm flexible on version, and I think softcore would be best suited for this, in-case our restrictions end up being stupid, or we overlook something whilst designing the characters. I think most of the gear would likely be plain and magic. Maybe rares from Act Bosses would be nice. Crafts would be a neat way to bring some non-combat abilities to certain classes, or even available freely. In my vision, I think the majority of sets, uniques, and runewords would be entirely too powerful, and I'd like to see their exclusion as a general rule. My playtimes are typically around 1800 to 2400 CST weekdays, and mostly open on weekends (minus Sunday midday, as I always meet my parents for lunch with my family.) Any interest, ideas, or suggestions?