This can be seen as the continuation of Nomad's thread in early 2015. (And sorry Judah, since the idea have been presented to you before ) In the thread, the concept of music and dancing was brought up and the counterargument was that it have no gameplay benefits as AoA have no magic, and so music can not buff stats. So the following ideas are ways to implement the world of music and dancing into the game. First, lets start with game mechanics I would like to call Mental Fatigue (MF). For this to exist, the game would need a stamina bar (so far, I have only seen reference to health bar, so sorry if it's already in the game) this is to prevent someone from running indefinitely and serves like a mana bar in a more magic oriented game as moves and combos eat up stamina. The higher the level, the more stamina you have (and, of course, the more DPS, the more stamina it eats up). With stamina established, Mental Fatigue is a debuff stat that gradually increase the more stamina is continually (like sprinting across the map, stopping just in time to recharge before sprinting again) use until it caps off at 50% of your stamina, therefore drastically limiting your move pool. UI-wise, this will look like a portion of the stamina bar is covered by a darker shade (if stamina bar is blue, the MF is dark blue) starting on the right side and slowly creeping to the left (in the case that the stamina fills from left to right.) To get rid of the MF, you can either listen to NPC's music or watch NPC dancers but they are low level and it would take time to decrease your MF. (On the side note, bar/tavern owner should be able to hire street performers NPC to perform at their bar and ask a composer to make a music for them to play, giving a bar a unique tune, more on is later. These NPCs will take a money (amount specified when requested to hire) from your bank for each day they remain hired and will go back to being street performers if you run out of money or ask them to leave - at which the NPC will play until the end of the day and take payment of that day (to prevent firing-hiring cycle for free bar entertainment)) To remove MF faster, you can have a player with high Entertainer skills to perform for you. Having an entertainer skill would also allow you to remove your own MF - of course, that would get in the way of people who want to build their characters into a tank, so this will promote teamwork. Now, to the Entertainer skill, I will start with the simpler of two: dancers. As mentioned on Nomad's thread, dancing is a physical activity that could improve stats so in in exchange of slower rate of relieving MF for both the player and his/her spectators as compared to musicians, the player will receive gradual increase in STR and DEX stats over time. As for musicians, as mentioned with in the thread, it splits to composers and performers. The composer can make music sheets of various levels that tied in with the levels of the composer skill. The more level, the more notes you can add on the music sheet. In addition, you can replicate and sell your music sheets, so higher level music sheets can be played by higher level performers that will eventually benefit someone with high MF. The music sheets can also be given to Performer NPC to play as long as the NPC is hired. The performers are the skill that can remove the most MF from a player if they max out the skill. The level of the skill corresponds with the level of music sheet they can play. Of course, they can play lower level music sheet, but they will only grant progressinvely less XP until it doesn't give you any at all (for an example, if you are level 5, lvl 1 music sheet will give you 0 XP). The performer skill can split up to types of instrument from percussion to string instrument and the music sheet can be played on any of them (although the composer should tell the performer what instrument is best fit with the sheet). Performers also have a limited composing ability but it is equivalent to a low level composer. As for how to play the music, it can be like Guitar Hero like Nomad's post mentioned, or it can just be click to play (though, where's the fun in that?) As an audience, the dancer can only remove your MF if you are facing the entertainer with no object obstructions (walls, etc. not players) but the musician performer is an area buff, effecting anyone within a certain range (I suggest 5 m). That said, the dancers have longer range than musician. To increase the range of the music, one or more performer can play their piece within another performer field and the fields will combine (like bubbles) and extend range for both proportional to how many performers are playing in the collective fields. So a concert of 10 people will have the effective range of 50m. For group of performers, the level of buff is the average of all the members round to the nearest whole level, so if there is a band consisting of Level 1, 3, 4, and 7 the music buff rate will be the same as a Lvl 4 performer. Opinions welcome!