I've been keeping a notepad of game mechanics I want to change around that don't make sense to me in most rpgs. And I've hit one where I can't just decide what I want to do with it. I don't want my character walking right into peoples homes and taking stuff. That's not changing, No home invasion for my character. What I'm bothered about is finding random items everywhere. EVERYWHERE. It's wierd that you can walk down a dark alley and find a chest with a +6 super awesome sauce dagger of insta-kill with no good reason at all for it being there OR for your character rummaging around in dark alleys. I'd like to do away with random loot lying around in every nook and cranny of a map. BUT on the other hand, I cannot imagine playing with those items not there. When I play an rpg I explore, I check EVERYTHING and I am rewarded with random non-sensical loot for exploring so much. I love it as a player, I dislike it as a designer. I'm planning on making the majority of loot be items you take off of dead enemies or are rewarded to you after completing a guild mission. But that leaves the lack of reward for exploration. === How would you deal with this if you were planning on adding a more realistic system of item discovery and exploration rewards?