Similar to UHC, but long-term. About a month long. My Idea Imagine a safezone at spawn where players can interact without the fear of death. No damage, no mobs, no griefing. The world border is big enough to include Woodland Mansions, but small enough to contain the players. That’s great and all, but players need a reason to leave the safezone. So, bases and farms must be built outside the zone. Outside the safezone, builds are 100% unprotected so finding clever ways to hide them is a good idea. Players can build shops and buy and sell between others within the safezone, but the bulk of their resource gathering must be done outside the zone. There’s also a one week grace-period without permadeath where everyone has a fair chance to prepare. That’s where competition comes in. After that week, everyone continues on playing until there is only one player (or small team) left, and the winners are considered the champions. Prize pools and special tags could be awarded, although players are only eligible to win if they log in often enough. (Can’t win if you’ve only logged in once). With a competitive element of course, everything must be done to 100% avoid cheats and hacked clients, as well as pay-to-win ranks. Players who die after week one can’t come back until the next season. But what’s stopping players from hiding in the corner of the map? People need a reason to travel back to the safezone. Here’s where the final element comes in: the Exchange Hall. Players can enter the Exchange Hall at spawn to buy and sell exclusive items. You can still make or spend cash in player shops, but the Exchange Hall is a guaranteed customer and merchant. Sell things in whatever amount you’d like to the Exchange Hall from a list that changes every week. Buy valuable loot, including items that can’t be found anywhere else. Custom potions, powerful tools, unbreakable gear, etc, adding a new layer of progression to the game only accessible within the safezone. With this system, nearly every type of survival player is taken into account. Builders can build intricate shops and bases, PVP players can hunt each other down, and redstone engineers can find the most efficient way to farm resources. Video Explanation Thanks everyone. Thoughts?