Any system that involves a metric to determine eligability to advance based on a system of greets or exchanged says/tells/emotes is going to encourage quantity over quality, as has been stated already by a few people. It is very much like trying to polish a teapot with a handful of soot. It's not going to accomplish your goal, and is in fact going to go quite far in the opposite direction.
Any system that exists for encouraging or incentivizing rp should exist purely as a bonus, not as a restraint. In addition, you cannot look at those who are good at mechanics and those who prefer pure mush-style rp as seperate entities in the playerbase, and attempt to single them out as such in any conversation regarding it. In doing that, you are actually only encouraging a greater gap between the "societies," instead of trying to raise the overall quality of rp in general.
And this is all really about raising overall quality, is it not? Pure quantitative increases in rp are not going to accomplish the intent of this kind of conversation. Three times the amount of crap is still crap, it's just more of it.
Quality rp is, in a game like sk, also reliant upon the mechanical aspects of the game. That is part of the core charter of the game as well, is it not, Dulrik? Where roleplay and tactics collide, yes? It doesn't matter how great your emotes are, how eloquent your speeches are, how superbly described your character is, if your RP is to be a hardened, hardcore battle hero, but you can't even survive a simple, short encounter in a mechanical sense (whether it's pve OR pvp) then your RP is actually bad. By the same token, if your character is a weak-willed, physically inept, or otherwise heavily impaired by concept, and yet you still go out and wreck faces just because you can manipulate mechanics better than the next guy, your RP is equally bad. In a game such as SK, where the core concept is to have both working in tandem, any incentives SHOULD work towards both. The mechanics are literally made part of the RP.
Frankly, the incentives that most players would probably appreciate are simple enough, and would effectively promote quality AND quantity, but they can't be handled by hardcoding things like greet counters and sayto counters. They will require active oversight by staff, or at the very least a referal and log submission system which other players can use to draw particularly good RP to the attention of those capable of issuing the rewards.
And EXP is probably the least effective reward for quality rps. I've had a number of characters who've had entire free reincarnations stacked up after GM from enlights. It's pointless. Instead, a redesc of an item for personalization, an opportunity for lasting impact on the game world through things like plaques, statues, or small "hall of heroes" type areas that feature portraits of particularly impressive characters are much more impactful to the player mindset. Creation of trinket-style items with a chosen stat/save mod (capped at the usual building level, of course), which cannot be regained if lost or destroyed, or access to unique, top-end, death-rot items that can be recognized by all to be gained only through superior roleplay that the rewarded players can recover through unique quest flags and particular NPCs and keywords. All of those things will actually encourage top-end rp, and increase the overall bar of quality AND quantity of RP. Not only that, you will maintain your core charter of combining RP and mechanical application of concepts through character conflict.
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