@arkandel said in Tools, and not just Beiber.:
- This is codeable (and has been in different ways): A way to tell what a scene I'm considering joining is about. Is that a meet and greet? A political conversation? A fight scene? Obviously this requires participant buy-in though to update it.
I've proposed in the past integrating this info in the wantrp command. So when you turn wantrp on, you add a sentence or two of the type of RP you'd be up for, and then people scanning the list have a better idea of why they might want to interact with you.
But coding it too, so that when people see RP is happening in a room they know what it's about - that would be great.
- The carrots need to work. IMHO currently in most MU* they don't. XP should have a purpose - it ought to incentivize the things we want happening on the MUSH; handing it out automatically to everyone is 'fair' but useless.
Games have too mush XP period, but that's grumpy old me speaking.
- Games relying heavily on themes which involve NPCs need to provide the tools for players to portray those on the fly, consistently and reasonably. For example Werewolf needs spirits - period. There need to be specific, easy to follow guidelines and the culture in place encouraging all players to put some in play even if they're not actively STing (i.e. when their PC is already involved in that scene).
I've debated having an NPC roster so that players can just grab low-level NPCs and use them for quick scenes and such.
- More reasons should be offered to meet with and involve other players, especially new ones. Arx did an admirable job of that and other games haven't picked up on it; from being handed XPs just for RPing with them, or with random other players, to sharing clues and learning secrets, this really helps integrate newcomers instead of having them idle then stop logging on for lack of anything to engage with.
This, though, is the crux of game design. There needs to be a middle scene between the ST-driven scene and pure social RP. The game needs to have something for the players to do that doesn't rely on them waiting for a GM to hand them something.
It's all fine and good to say that players should be proactive, but when you give them nothing to be proactive about and no tools to be proactive with, what do you expect other than idling?