@Taika said in City of Shadows:
There's only so much staff can do, too, though. If staff doesn't have the support of players to make the magic happen, then it's dead in the water. Likewise, players without staff support can also really struggle. The trick is finding the perfect balance. Get the info to the people willing to spread it and push to help loop in newbies. Have the staff go to them and find out what they might be interested in to.draw them in.
Territories.
Let me say it again: territories.
I think your most important "buy-in" is the ability for players to affect the world they are in through their characters. Plots are one way to do it, but territory development is another. That, I think, is what made RfK so damned successful: there was something to fight for.
When you have something to fight for, you will make alliances to protect it. On The Descent v. 1.0, Wolf actively sought out anyone who would assist him in protecting and developing his territory. On The Descent 2.0, Templeton did the same thing. Allowing players to shape the world they are in through their characters will draw people in. On Echoes in the Mists, protecting the Church is what drives Maddy. A player like me needs that motivation to keep things going. And if I'm as skilled a sphere-driver as Arkandel thinks, then I think you need to re-visit this system and take the time to code it up or have someone do it for you. (Modern Nights, a V20 game, has a Downtime and Action system you may be able to adapt.)
If you want folks to steer away from the tradition race-based groups and towards multi-race factions, then I highly recommend implementing a territory system that works irrespective of what race you might be. It will be tricky with Mages, but I think it can be done. Making the game all about protecting and modifying one's claimed territory will steer people away the "more traditional" traps that games tend to fall in.