@tragedyjones said in Innovations to the form (Crowdsourcing?):
I feel like every room on the grid should have an explicit purpose--and an appropriate purpose is not "to expand the distance between here and there." In my opinion, if there aren't at least 1-2 hooks in the description to explain why someone might be RPing in the room, the room shouldn't be there. I've also seen several systems that allow PCs to add on gridrooms and give them temp-descs ("Need an alleyway for a scene? Add one!"), which I think is a great step between a grid and a roleplay room.
I don't see a problem with Bar-P... so long as it's just there to re-establish status quo or to discuss how crazily the status quo has been shifted. I feel like slice of life RP is how you make sure that Going Out And Saving The World (or whatever you do on your MUSH) feels different, and not like... Tuesday. But if there aren't enough things going on that the characters have new things to talk about ("Holy crap, did you see the kaiju eat the schoolbus the other day?" "No, that was last week, this week the Cylons attacked, and I'm scared of them!"), then yes, Bar-P gets boring as heck. This ties into Making Things Matter below, however, because it needs a metaplot to constantly reset the status quo, and that, as you and @Arkandel mentioned, requires player buy-in.
I've been loving on Fires of Hope's +goals system, and I always think that it's good to have some background approved to make sure that the player understands the theme, current situation, and general power-level of the game. So I'm pro-some-homework. I also rather liked Arx's journal system, because it encouraged providing Staff with general ideas on what your character was up to, which is always nice, and it did so by rewarding you for putting in those reports. (Making some of these +goals public would really help with the PC Storyteller problem @Arkandel mentioned too.)
I think that logging objects are a nice addition to assist with making sure that all of the logs make it up onto the wiki (or at least all of the logs that anyone wants to see), I wonder about tossing in a tiny advancement bonus for consistent logging? An XP every 5-10 logs posted on an FS3 scale, 50-odd XP per log posted on a Saga Edition scale, that sort of thing.
As many people here have said, you have to incentivize the things that you want people to do. If player-homework is helpful to you, give them a reason to do it (besides "you have to").
This right here is the biggest one for me. If the scene from two weeks ago doesn't matter for what's going on right now... what was the point of the scene from two weeks ago? This also ties in to the reason I MUSH--I want to see the game world react to me and to be forced to react to the game world. Continuity has to be maintained if you want players to buy in to your metaplot/stories, and if you want to have something pushing the game forward and keeping it from disintegrating into a morass of sexy sandboxes.
So I think there are a couple of vitally important points to this:
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Active bboards. If something happens in a neighborhood, you really have to either mail everyone living/working/whatever in that neighborhood, or (more easily) you have to be sure to post something on a bboard to let people know it happened. Just a summary and a link to the log should be fine--some people will read the log, some won't, but at least the summary will give them something new to talk about next time they're at the bar.
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An NPC Dramatis Personae with updates. This is actually one of my favorite parts of starting up a game--creating all the NPCs that fill out the ranks of the PCs' unit/ship/whatever. Not all of them, of course, but the Captain, the XO, the heads of the departments, that sort of thing. A name, a rank, a gender, a species, a general personality--that's usually all that's needed. But when I was last doing this regularly, the game I was doing it on didn't have a wiki. Now we can have a wiki page for NPCs, and provide updates as to what they've been doing on the grid. And they should definitely be doing things on the grid, because you should trust your players to use them in scenes (even if it's just griping or raving about something they're doing off-screen) to enrich the world. Seeing NPC1 get shot down in a scene doesn't have nearly as much impact as seeing Natalya "Sweetpea" Latuni, the hardass pilot who chewed out my character for screwing up a landing, and who saved my character's ass three dogfights ago, get shot down.
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An evolving grid. I forget which codebase I saw it in, but there was a commonly-used-codebase that allowed tempdescs to be added to rooms. It didn't change the description of the room itself, but any player could add a temporary desc to the end of the description. So... having a party? Desc up what's happening and in what areas. Had a firefight? Desc up the bullet holes, cops patrolling, crime scene tape. Big fire? Desc up that one of the buildings is burned down. I think these reset automatically after two midnights, but they could be submitted for addition to the permanent desc if players wanted. Obviously, Staff has to trust players not to go overboard (don't burn down the Elysium every week), but that's part of what all of these require:
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Trust each other. Players have to trust Staff and go all-in on what they're doing. Staff has to trust Players and support what they're doing, let them do (some of) what they want to, tie it in, make it part of the story. Without both of those, you get stagnation.