Forsooth wrote:
I'll agree that the role of mentor deals more with showing people where and how to level, than actually killing NPCs together with them.
1. You can help them purchase armor.
2. You can teach them for little to nothing.
3. You can make sure they have food and a water container.
4. You (and your friends) can help them magically
5. You can share a group but stand behind them.
6. You can help them meet someone else of their relative strength, and
have t hem form their own group. (goes well with 7. below)
7. You can RP with them and get them to understand IC how to get to a training place, instead of just taking them to one. You can also have them understand the perils, and what 'to do/not to do.'
8. You could possibly stand next to them punching and what not, to best
attempt to share exp evenly against opponents appropriate to their strength. Or just stay behind them and RP some guidance.
I don't want to disagree with other parts of your post, Forsooth, but one of the nicest parts of SK as far as what draws people here is not (just) the ability to level (quickly). It is the fullness of the environment. The group system, the quality of building/scripting, room descriptions, etc. What many newbies think when they log out is: Was that fun? Why was that fun? Should I come back? AND WILL I KNOW WHAT TO DO/WHERE TO GO? The last questions seem to be the standard ones that I tend to see most often, especially by new to SK characters out of a newbie school but before they've hit about 20th level and spent significant time trying to 'get' SK.
This should be the priority, and the bridge we can work to cross with
new players to SK.
Riley.