@auspice said in Encouraging Proactive Players:
If someone wants to do this, they can reach out. I will make myself available to join in, but if a player wants to do legwork? Wants to research? Wants to brainstorm? They should indicate wanting to do so. I am not going to drag people along who show zero interest in wanting to do so.
@ghost said in Encouraging Proactive Players:
At the end of the day, you can lead a horse to water, dump it on its head, push their face into it, beg the horse, pray to the horse gods, whisper it it, and learn to speak in centaur language...
...but if they don't wanna drink, no amount of prodding will make them do so.
These two things go together in my mind. It's not really fair to expect STs or staff to bribe/cajole/browbeat people into playing. It's a roleplaying game. Freaking roleplay. If all you ever want is BarRP, knock yourself out. Otherwise, step up and show some initiative.
Sadly I think most MU*ers come from a tabletop/video game experience where story is presented to them on a silver platter and all they have to do is show up and consume. Oooh look - a questgiver. Click. Do the thing. Job done.
As for the original question, most proactive RPers will do their thing as long as you just get out of their way:
- Don't put up artificial roadblocks. (like having to submit plots in advance)
- Don't be heavy handed. (okay, the city guard probably should have responded in their scene... just let it go if you can, and if you can't? Try to deal with it as encouragingly as humanly possible)
- Give them legitimacy. (explicitly encourage PRPs and publicly recognize them)
- Let them impact the world, within reason.
- Give them little nibbles to run with.
I'm not a fan of offering XP as a reward, and most people don't seem to care too much about softer rewards. I'd say fully 75% of the plot-runners on BSGU never bothered to submit a request for their bonus luck point.