Basing on the supposition that the plot modules could be pre-generated and handed out to others, or checked out by story tellers, etc.
I think a scene distribution setup of some kind might include an estimated time to run component. That would make it much easier to accommodate one. But I agree, I think a large number of scenes have no idea how long they're going to take.
I think this is the same as the first. It could be structured if action was taken that way in the design phase.
This is the real struggle, the carrots. What I find interesting is that XP is for character growth, but we often utilize it for player action. If you think about it, that's really not the goal. The question becomes what carrot can we offer to PLAYERS for PLAYER actions? Myself, I'd love to keep XP to Character Actions and some other sort of currency/carrot for Player actions. However, what that is? I don't really know, I think that's why XP becomes the default. There might be an opportunity here for some deeper delving. What would PLAYERS like versus CHARACTERS?
Yes, Yes, Yes. There's a distinct lacking of NPC data. I know on the SAGA games that went around for awhile there were pregenerated stat blocks - but that's also very cumbersome. Is some of the issues about Storytellers running things the complexity of the systems? I think we talked about that before that walking STs through things with experienced GMS as a sort of training would be good, which I agree. But if the 'conflict resolution system' is easier to manage does it entice people to do more? And if it's easier to manage it should help address this topic.
I haven't touched the Arx fad, but I'd be interested to hear more on the implementation of incorporating others. I have had a few ideas myself on how to encourage CHARACTERS to interact with new CHARACTERS. One of which is the first time a Character interacts with another one they can establish a 'bond' or some other short statement. A lot of times we see vote systems or the like to support quality of RP, I'd maybe see about shifting to a system where players signify the impact another character has had on theirs. Give a nice little chunk of character development for every new bond, a smaller chunk for updated bonds to incentivize meeting new people rather than staying with the same people? Just batting around.