Just gave up on another promising scenario (Stranger's Quest) that ran afoul of a Blades engine cross-platform bug, and thought it was time for an author's alert. The space used to display messages in Blades is slightly larger than that on a Mac, and the way messages work on the Mac gives a hard upper limit of 255 characters. As a result, a message which displays fine on a PC can be truncated for players on a Mac. Often the missing part is just decorative, and a player can force through; sometimes it contains plot-critical info and the scenario dead-ends. Lest you PC authors respond 'Who cares, nobody uses Macs anymore anyway", be aware that because Exile was originally written for the Mac and many Exilers have migrated to Blades, the Mac market share is much larger than it is for desktops in general. You want those players. What to do if you are writing on a PC: 1) Make sure your beta testers include at least one Mac user, and specifically ask that tester to open the scenario in the editor and run through the all the dialogs/messages of all sections looking for truncation. 2) To save yourself the trouble of rewriting those that 1) turns up, only use about 75% of the available space in each message 3) As insurance, make sure that plot critical info and hot words are at the beginning of the message. 4) As double insurance, release the scenario _without password_. Sure, you've fixed all the bugs. _Sure_ you have. So when the player hits a bug that you're so sure isn't there, he can push through with the editor if he has to _unless you set a password_. Leave it off, so he can get the fun of completing the scenario that he's already put a lot of work into playing. Some players will use the editor to cheat if they have a scenario without a password. That's their problem, not yours. Ivan Godard