I've been in the leadership of a volunteer organization in RL, and I think you find a lot of the same issues that we face on MUSHes. Someone either has a volunteer mentality or they don't. Incentives just don't work very well, unless they're super-enticing. (like $$ in the real world)
I think the RPG realm, stuff that makes your character badass is inherently super-enticing, which is why XP-based or trinket-based systems do work well. Unfortunately, they are fraught with abuse, imbalance, and an inherent unfairness in rewarding those with more time on their hands so now you have a class of haves and have-nots.
The alternate currencies require some system in which to use them. On my BSG games it was mostly +combat. Earn some luck points, get some more hero moments. If you've got some kind of action point economy, that can work too. But if you're running a mostly cooperative, story-driven game, your opportunities for making such a thing useful is fairly limited, and thus the alternate currency is not going to be very enticing. It's kind of nice for the people who were going to do it anyway, but it's not likely to actually motivate people who weren't already inclined to do the thing.
@Seraphim73 said in Incentives for RP:
Because yes, everyone is here for RP, because MUSHes are RP games, but not everyone is here to spread plot hooks and welcome new players onto the grid and generally support the actions of others. Many players feel that's burdensome, so if you want it, you incentivize it.
I think at this point I'm mostly in the "get off my lawn" phase of MUSH running. If I need to bribe you to get involved in plots, or be welcoming to new players, or support the others, then why are you even here? I'm just not inclined to cater to those people any more.