@tragedyjones
I'm going to do this punchy-style, as I'm at work.
And I know a constant question people ask, is: What is GAME X going to do differently. What CAN be done differently? What SHOULD be done differently?
The way RP is generated. RP is generated from things happening. "Things happening" does not have to start and end with staff -- or even players. "Things happening" can occur in an automatic, coded fashion, or through how the system operates.
- Grid Design - Part of me feels that a pre-made, pre-described grid is... a waste. Many players eschew the room descriptions, and many prefer to use +temprooms, RP rooms or private builds. How much is a minimum necessary grid design for a city? The sprawling layouts of DM or even HM are, imo, dead.
You should have a relatively small grid to represent areas, with exits into buildings or structures for public RP, and then into private or small areas for private RP. This is a classic, useful, time-honored system that encourages bump-into-you RP.
- An End to Bar-P - I have long ranted against random social banter RP, slice of life stuff, when that is all I can find. It is something I personally feel should be used as a downtime thing between active story
"Story" is what you make it to be. It can be as simple as a scene to barter for a point of Resources X from another PC to a important information-sharing session between "allies" looking to enact a plan to change the city/territory/landscape. If the players have things they can do, the innovative ones will figure a way to get ahead by interacting with others. Not a novel concept.
What's homework, and what's the objective for it?
If it is applying for a PC, make it simple, short, and sweet. If it is changing the landscape of the setting and game, it may need to be more complicated than that.
This is a system issue. And I have some ideas on it, but it requires some planning and thought. Ultimately, though, this is comes down to staff letting control go.