@horrorhound said in How can we incentivize IC failure?:
but rather, through CodeMagic, make it so skills are raised by the number AND quality of rolls made
How do you measure quality though? On MUDs or RPIs you have coded difficulty levels that have actual meaning - a level 20 mob, or crafting an item with difficulty 7.
These structures simply do not exist on MUSHes.
Even the concept of "only GM rolls" is inherently flawed - many valuable scenes occur between players, not involving GMs at all. Even in GM scenes, rolls can be few and far between. (I defer to narration more than rolls in the vast majority of my GMed scenes.)
Any such system would necessitate shifting to either judged RP logs (which has certainly been done, but is problematic for all the reasons @Lotherio mentioned) or a more RPI-like framework (which runs counter to the reason most of us MUSH vs. MUD in the first place).
So in short, I don't think this that mechanically rewarding rolls with XP will ever be a viable solution in a MUSH environment.