Aelandron wrote:
1) It takes some role play decisions away from the player's concept of their own character.
> By forcing number of player interactions, you are encouraging only a type of RP'd character to be created (the extraverted gregarious type)
That depends almost entirely on how heavy the requirements are. Yes, if you had to have (10) 3-hour long conversations in order to get from Champion to Grandmaster, I would agree that you are penalizing the introverted character types. But if it is (4) 5-minute conversations is that actually gregarious? I'd say that already leans toward introverted.
Aelandron wrote:
> Is it not RP to play a loner, or someone who interacts with few players, but to a greater extent?
Even lone pioneers on the range that usually only talked to their dog came into town several times a year and had conversations with the guys who ran the stores. But let's take this out of the IC realm and into one of gameplay. Just about every feature in the game either reinforces or undermines certain types of behavior. There are currently lots of features that reinforce this loner stereotype, but why should the game want to promote this? SK is at its worst when played alone.
There are plenty of other free games that have a superior solo experience. Promoting loner behavior leads to falling numbers of players. Undermining loner behavior and promoting groups and roleplaying would do a lot to help bring up our player counts again.
Aelandron wrote:
2) Although you did indicate that the system would involve greets AND followed by a number of interactions, this is still a rather easily performed task.
> Consider the number of individuals who walk into a room and Greet all. (One reason why I've turned off my auto-greet in game). That followed by a few declarations, or brief interactions would likely count for several interactions.
Walking into a room and greeting all would get you nothing. The system as proposed requires a reaction from the other party before you would receive any reward. There are several ways to accomodate situations where there are multiple people in the room: probably require either a sayto in response or else several statements in proportion to the number of other players that are in the room.
Aelandron wrote:
> This is likely going to reinforce / concentrate RP hubs in the world, places where people congregate to achieve this goal.
Which, as I mention above, I believe to be a highly desirable goal.
Aelandron wrote:
I myself would be more inclined to make the assumption that people are RPing on a regular basis, and reward them (to a minute and slow degree) whenever they aren't or haven't been in active combat with a NPC (and are being active), then by trying to engineer some recognizable event that they must achieve.
By rewarding RP outright as I've suggested, you'll get more people RPing because they don't need to always do the NPC grinding, (reward by incentive) rather than forced interactions (RP by necessity) which only interupts the grinding.
I think that your idea of not being in active combat for a certain amount of time would be the nail in the coffin to ensure that those not inclined to role play in the first place would never use it. In contrast, my proposal does not necessarily require any interruption. It could be done just as easily by a group while grinding as in an inn. But finding new people would require you to mix it up outside the twink zone.
We are kind of coming at this from different angles. You are trying to give rewards to players who are already inclined to RP -- and I have no problem with that and I want to do more to encourage it. But I think that's the easier problem to solve. I think it's very important that we desegregate the RP and tactical populations, or else SK will never fully achieve it's advertised potential of representing both.