@mietze
Not talking about WoD specifically. This is also the case on some non-WoD games that I've seen/played. This is really just more of a general question.The game I am currently working on isn't even WoD.
I don't mind people being in private rooms. People need to be able to have privacy. As most people who have RPed with me can attest, if I can't find at least some mode to have a decent one-on-one without getting dogpiled, I get mighty cranky.
I'm just concerned that letting the grid get too big with permanent rooms doesn't really do anyone any favors. As someone who started their staff life as a builder, I can't tell you the amount of times that I've had someone request 10+ room builds because clearly the bedroom needs a master bathroom, that's gonna see a lot of RP, and then people get so proud of their little build that they don't ever go anywhere else. I'm not sure that some kind of punitive solution is really the way to go, though. I'd much prefer the carrot, or to just design it with the intention of drawing people together in the first place, which is the ideal.
I've got a pretty thick skin when it comes to people screaming about something. I'm sure that this game will see a lot of that anyway, really. We've planned for it so far as to put up a Vision file that basically just says "yeah, we get that it isn't for everyone, but this is what we are shooting for."
I guess the meat of the question is -- what game-design patterns can be instituted that can meaningfully draw people out of hiding without having to beat them into submission to do it?