I agree in broad strokes. The only place I think that breaks down is when you start talking about science.
...which read like science as an exception that is truly different and must be handled in a different manner and held to different standards than other subjects.
Edit: Further: I have gone out of my way to note that I do not believe you have negative intentions, have clearly labeled 'generic' you to confirm I am speaking generally and not attempting to attack you in any personal way, have refrained from ascribing nasty motives to you, or snarking at you with sarcastic cracks and accusations. I would appreciate it if this courtesy was returned, as it isn't the place for it, and it isn't the conversation anyone is interested in having here.
I use multiple windows for spawns. It's about the only time I can use spawns; the 'new activity in spawn' distracts me way too much and makes me OCD about checking, which is half of what defeats the purpose of spawns to me.
The second thing that defeats the purpose of spawns to me is that outside of context, I have no idea what's going on.
Was referencing your timeskip-on-same-game concept. I figured you might want to chime in on that front as it could work with this kind of game. (It strikes me as something that could be exceptionally well-suited to it.)
Edit: P.S. Totally saving that to warn tag victims in advance some time.
Build settings with conflict inherent in them. If you just build a city, it will be another bland-by-night. If you build a city ravaged by war, supernatural catastrophe, large-scale historical events, natural catastrophe, people will have built-in reasons to RP around.
Don't build a city. Build a setting that you could drop a character in and they could RP immediately without someone handing them a plot.
At a friend's roleplaying game, who was doing a fresh take on the Megaman genre, she noticed a phenomenon where 'Tumblrettes', as she called them, rushed the game, started up activity, then migrated away en masse when the plot started to pick up. I don't think it's an deliberate conspiracy, but it's the fad mentality that takes down a lot of games. The thing you have to do is be careful where you advertise. I, for example, don't want to advertise on a game with a lot of anime fans, because my style clashes with anime, my inspiration is drawn from a lot of American science fiction literature with completely contradictory ideas about warfare, the government, theology, etc. I draw from Herbert, Clarke, or Heinlein, that's a different playset than, say, someone that wants a utopian soap opera.
I just started with Linode a few days ago and it's going great. $5/month is nothing (and the first few are paid by a coupon thing), I got root access on a distro of my choice, and the machine is fast and responsive. No complaints.
Take the X-Files feel, and apply it to the game. I've toyed with the idea of having a single villainous faction (which sets the tone of the game, and you can cycle these at a long running enterprise of a MUSH), and having two heroic factions with cultural differences. This would not only unify villains, so you'd have a single backbone for conflict, and form them into a unified clique that would be forced to roleplay (tis the nature of the villainous beast), but also split your heroes to prevent the size of the traditionally popular opposition from overwhelming the villains.
Add in something in the cultural difference between the heroes that creates an opposition that evokes interest in both social and intrigue roleplay, and you've got yourself a winner.
Following the government conspiracy theme: A paranormal syndicate as the villain, a clandestine investigation agency with tight government control as one hero faction, and an underground resistance made up of individuals burned by said villains as the other faction. The paranormal syndicate would create the backdrop, the investigation agency would be attempting to check the resistance, and the resistance would want more alarmist measures that the government agents would have to control.
You'd have the level of the syndicate trying to influence both the government, and hunt the resistance, while the agents would be fighting the syndicate and trying to protect/reign in the resistance (for their own good), with the resistance trying to evoke moral empathy for their cause from the government agents and be participating in dramatic actions against the syndicate.
He had a solid point though. I fully admit that in certain moods, with certain people who I know also enjoy this kind of thing (so not with people who I know are totally bored/annoyed/etc, it's not a punishment on the unwilling) I sometimes will play just to play around with writing, and make flowery poses and put allegory and whatever in there and the actual pleasure of the task is just kind of playing around with language. In other words it may NOT be about these things we all know we love and seek in scenes, like plot pushing and character development and storyline exploration and meta-plot solving as a team and and and etc.
I know I could find other mediums for this but I don't usually want to do it for long enough to be one of the folks who is also writing a novel, or even writing short stories to share online somewhere, or whatever. It's using the already handy medium of the game and the characters to write for fun to unwind and relax. I don't do it all the time (or ever, lately) but I did enjoy it sometimes interspersed with the other kinds of rp, the ones more about the game than the thesaurus cuddling and metaphor dependency.
To bring this back around to the question of what kinds of writers I like writing with, I guess my response is 'it varies a TON'. I obvs love writing with @Coin as we have discussed and he likes brevity and probably puts my poses all through that website that helps you write like Hemingway to dissect them. I also love writing with people who are super spammy and flowery and nutty, because then I can be too sometimes. I've clicked with all kinds, and who I might want to click with on a given night of rp time may depend largely on my whim!
I don't always code, but when I do, I code in Rhost.
As said above, I agree with @RnMissionRun. I love the challenge of rethinking code and building it myself from scratch, so I loved the Rhost codebase for the power and security of it. Most people do not have the ability to do that, because they want their game up and running as fast as possible, hence SGP and other code packages that are drop-in and go.