Back in the 'Positive Changes' thread, I stated a theory that said that the number one thing that hurts the game is the universal expectation that you have to be Master before you can even "start playing the game". Even though pre-Master characters can roleplay just as well, they are given no respect because it is assumed they have no value to anyone who matters.
In the 'Positive Changes' thread, I wrote:
I think the best way to solve the problem is to make more things in the game that can only be done when you are lower level. And make these unique actions be important and helpful to your higher level allies. That way lower level players wouldn't have to race to the top in order to be a useful part of the game. I welcome any ideas along this line.
Although I never got any ideas along this line from the forums, some immortals and I were brainstorming the topic the other day, and Achernar came up with a great idea to make this philosophy fit naturally into the game. Essentially, you can make low-level characters more valued to their high level allies by allowing them to become a Cohort. What's a Cohort? It's one or more low-level characters that are followers of a single high-level character, who is known as an Exemplar.
Dictionary.com wrote:
Cohort: 1. a group or company: She has a cohort of admirers. 2. a companion or associate
Exemplar: one that is worthy of imitation; a model.
Unlike the mentor student/teacher relationship, cohorts and their exemplars have an exclusive bond that is more like a little brother who looks up to his helpful elder brother. A cohort can only have one exemplar, which cannot be changed once chosen. An exemplar may have from one to a small group of cohorts with a maximum determined by his level and natural charisma. A cohort/exemplar relationship can only be formed when both participants meet in person and agree to it. Once formed, it is permanent until the cohort becomes eligible to become an exemplar himself, which happens at Mentor status. Both participants in the bond receive special bonuses whenever the other member is also present in the realms. There is no requirement for the other member to be in the same room or even be alive, their mere activity is enough.
Bonuses provided to the cohort would be of the type that would make the game less difficult without making them tougher in PK or much faster at levelling. Examples would be hp/mana/move boosts and faster regen.
Bonuses provided to the exemplar would be of the type that DO make them tougher in PK. Examples would be hit, damage, and saving throw boosts and/or effective level-increases for casting purposes. Each cohort in the realms would multiply the bonuses provided.
An exemplar is expected to behave as a friend and contact to the cohort. They should back them up when they run into problems with other players, but they are not required to spend time together. There is no need to provide them with gear or power-level them. In fact, doing so would be counter-productive to the exemplar, because then he would be looking for a new cohort sooner.
Choose your cohort wisely. The identity of your cohort would be publicly known so that he can benefit from your reputation and in turn his actions will affect your reputation. This effect of this is to make low-level characters less faceless and a more valuable part of the game.
Would you really want to piss-off Emperor Slayne's cohort? Even if the answer is yes, it's a question that you'd never ask about a faceless newb and I think that's a good thing for the game.
Not every detail for this system is set in stone. So this is the part where I solicit feedback from you, the players. What do you like about this plan? What don't you like about it? Do you have some ideas that would make the system better? Don't forget to remember the goal that I posted at the start: We want low-level players to be able to get involved with the upper-tier roleplaying. While your impact may not be huge, you should be able to get noticed and make minor contributions to RP without power-levelling to Master.