@lisse24 said in Earning stuff:
I think we need to do a better job of finding ways to make random/social RP focused and meaningful from the outset.
It would be great to find a solution that could reward random/social without unbalancing scales; without becoming code heavy/staff reliant.
I can say from my perspective, when playing on others games, I look at recent IC info/news/events and know the stances on these things. I don't set my characters stance until I get into an IC discussion and I usually shift to offer some argument or counterpoint. Even if characters might otherwise agree and I see no way to shift my character to an opposite viewpoint (rare, I usually find a way to say something in opposition), I may offer a counter point on the same side (I agree the leader should raise taxes, but I don't think it should come from the commoners like you say, I think jousting should be taxed and jousters should only be allowed in tourneys with jousting permits).
Aside from that, I adhere to the RP Sparkle concepts; @Faraday still keeps this at the AresMUSH site: Here. The random social is a way to meet other players on a mush to figure out if you do want to develop more story and plot together. I do not mean relationship RP, I'm not out looking for TS, but if I want to run some plot as allowed within a given Mu*, I want players I trust when the story gets deeper. And I mean the player, we can be antagonistic, but the trust that neither will try to ruin the story, or derail things that are driving that story, for some personal attention or gain. I love to collaborate and I love when it develops organically; I do not like planning forward for some scene with a player. Even if we plan a scene that isn't wholly resolved, too much planning feels like we might as well just have determined the outcome in page or offline chatting. This could just be me, I need to not know or have some expectation of how a scene will turn out, I prefer not knowing and seeing what develops organically. If there is no organic chemistry, I know not to introduce plot ideas and hooks; I'll still take random scenes with people I don't click with, I just won't seek them out as much.
I think this was part of the issue discussed here or in another thread. Missing the random social scenes. It can end without development, but that's less on other players or staff and more on the players themselves I think. If I don't feel my character has developed in a random social scene after so long, I will bow out. But I will make effort to develop my char, even if in reaction to someone else's poses. If we're not clicking cause they're just doing goofy drinking, sloppy drunk at the bar, my character is developing some taste for not liking sloppy drunks. I'll probably get in a comment to the effect of not liking the situation. Who knows, maybe it will anger the sloppy drunk for a few terse words then I'll do my bow out even.
ETA: I was going somewhere with that. @Thenomain mentioned people used to get on to write and that's how I view random social scenes, my chance to write even if no one else is on board. And as @ThatGuyThere said, its how I gauge my interest in developing more story with another player on a game or not.