IDEA 1: Now bear with me for a minute but, make an age tick by itself nothing but bad. Go to any nursing home and you'll see getting old can be rough. BUT! Maybe a counter could be added in for chars. Something like it counts the number of times you look at a PC, another PC looks at you; the number of times you tell someone something and someone tells or replies to you. And there could be say a cap of the points for every week, to prevent somebody logging on one day and spamming the crap out of this. But this could basically be a nice measure of ones activity and show what characters have people really committed to them, and this would then in turn provide the bonuses everybody is dicussing, such as bonuses to skills and spells, and these bonuses would only come with age/time played. Thus people would be encouraged to actually keep characters for a while, and engage more with others (Heck maybe you could get more points for larger status differences, thus encouraging GMs to be around newbies), while preventing simple spamming for bonuses, and the possibility of incubating a char to get bonus. In this case making a char and then sitting him on the shelf would only lead to an even worse char. So though you might get an age tick, if you kept the char up you could get skill/spell bonuses, and could keep stats from falling as much/raise stats like int and wis.
Along with this, something should be added to let people get a basic idea of the age of the char, although disguises, polymorphs and the like might be able to hide this. Something like under 1/2: young; under 3/4: middle-aged; under 9/10: older; under venerable: elderly; and about to keel over and die: decrepit. That way you could look at that old fart in the inn, and think to yourself, "He's got to be weak as dirt, but is he the kind of guy capable of flat out killing me with one hellishly placed headbutt?"
IDEA 2: I think that one of the most far-reaching and best things that could be done would be the introduction of the industrious/merchant classes. The basics of this would be a mining/smith class, a farmer/agriculturalist class, an artisan class, and a merchant class, though the more I think about it, the merchant class is probably rather expendable. -The smith would be a metal and stone worker, able to bring raw metals and minerals from the earth and produce and repair things like heavy armors, weapons, locks and key and the like. -The agriculturalist would be a producer of wood, paper, leather and the like. He could produce and repair various light armors, clothing, unmagical staffs and wands; be involved in animal husbandry and so sell pets; grow food, build houses and so forth. -The artisan would be more dependant on the first two for raw materials, but could make treasures, statues, books, altars, magical devices with no magic, such as glass bottles for potions and so forth. None of these classes would be especially inclined towards magic and so could further promote interaction as say an artisan and and sorceror go into business together to make vials, wands, potions, scrolls, etc. And a craftsman who was part of a religion could probably make some primo goods with the help of his priest.
First off this would help fix the economic situations where high demand goods become hugely priced because there is no competition unless an immortal makes another vendor in a new area. Players would be able help stabilize prices because there would now be real competition. Secondly, this would give players the ability to feel like they've added to the environment, because they literally could now do so. And this could tie in with the age boosts that long lived characters would get, and so you couldn't simply get a 100 hour GM artisan producing some way overpowered object that the IMMS would feel like they need to come down and intervene. With a little work, people could produce insignficant and poor or average quality trash, but with a lot of time and energy, people could produce high quality stuff that folks from across the realms would talk about and want. And finally, this would free up (at least I imagine) at lot needless busy work for IMMs. Need a book? Just go to an artisan and show him what you want. Got an idea for a superamazing weapon? Spend a character lifetime perfecting you craft while being good friends with an old wizened mage, and you can make it yourself. Heck, players could even help build new "areas" as woodworkers and stoneworkers build new homes, shops and temples. And once again, if we're worried about people building stuff that nobody or at least the IMMs don't won't, craftsman would need to be ridiculously good to keep their buildings standing for decades and centuries, as this would ideally tie in with the above mentioned. (Imagine buying a house from some guy, and then having to contact a priest to ress you when your roof falls on you) I can't help but see this as a great benefit for both the playerbase and the IMMstaff.
UPDATE 1: There could be checks every few ticks or so when charm is being held on a person. So not only would you get a chance to save from the initial spell, but to break yourself free from it once under the spell. Another feature that could be added in could be that if you fail at the spell or if the victim broke free, there'd be a chance that the spell would "bounce back" at the caster, putting him into a drooling stupor, that could very well end his life.
UPDATE 2: Here are a couple of ways that sling could be improved, and most likely get more people to use the skill. For starters, as many have said, you should be able to sling at targets in adjacent rooms. As it is now, a giant can heave enormous boulders into the next room, but is unable to do so with a much smaller projectile.
And rather than having to use a shovel to dig up stones and then have the shovel wear out after maybe getting four or five stones, the sling skill could be retooled similar to herbalism. The better at the skill you were, the better chance you would notice good slinging stones while walking about, and as your skill and status level improved you would also find better stones, both in terms of durability and damage they could produce.
I can't find what I did with some of my other ideas right now, and this is getting a little long anyway, so I'll just stop here.
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