Re: imm-run roleplay and percieved favouritism
Thank you, Lathander. You perfectly nailed down in the last part of your post one of the biggest problems I (and I think other people trying to run roleplays too, but I don't want to speak for anyone else) have with the current system and how it favours twinks. There's nothing more disappointing and frustrating than seeing a carefully prepared scene with renamed mobs, rooms and objects, being ignored/destroyed by a lone power/glory-hungry twink doing everything on his/her own while a group is (slowly) being formed up with people who take their time and roleplay.
Re: skill points or experience or both
The whole skill-point and roleplay-reward system is just at the conception stage currently. While it's true that I have not spoken about experience being given explicitly, that's a possible option. Currently, "reward" already gives out experience, by the way. Whether you would get only skill points or both skill points and experience for the roleplay rewards does not matter that much.
I think that Lathander was right - or at least, it's an impression I share with him - when he writes that several of the responses I read seem to assume something other than what I stated in my posts. Common misconceptions seem to be:
- It cheapens the effort. That's not true. People had to spend 300 hours slashing mobs to become GM in longswords. Now, people would have to spend either 500 hours slashing mobs that are high level enough to achieve the same goal,
or spend 300 hours roleplaying and being rewarded for it. Get realistic ... 300 hours of roleplaying IS a real effort, while 300 hours of bashing mobs does not require any brain, just time (wasted). So the new system does not offer a new way to become a GM that is "cheaper". If anything, it makes it actually harder to get there (= a bigger amount of time to waste slashing mobs, or the same amount of time but spent on some activity that requires creativity/social skills/thought/more brain than a bot).
- You have to practice to become GM; chatting is not enough. That sentence makes it looks like the new system offers a cheap, easy, and quick way to become GM by just chatting. Never did I write that you could become a GM by roleplaying for 4 hours! It would still take time and effort to get enough rewards to become a GM, and finally reaching that skill level would still feel like a real achievement. Plus, as several posters already pointed out, you can roleplay training during your offline hours. The main difference with the previous system is that before, you had to "waste" your online time on training; now, you get the option to use your online time to roleplay that other parts of your character's life. But it does not make it easier in any way, on the contrary... it actually requires more effort.
Also, note that the current system does not completely follow the "you have to practice to get better" motto either: it already uses some kind of "generic" currency for skill improvement, which is experience. You can gain experience by killing liches and use it to improve your knowledge of the elven language with a trainer; or you can gain experience by gathering clay and use it to learn how to use a polearm with a trainer. The new system can be seen as just an extension of that.
- You can't become a GM by just sitting in the market square and chatting. Once again, a misconception of what I call roleplaying. I do not agree with "Roleplaying = chatting and doing no mob killing; Non-roleplaying = anything else". When I write "roleplaying", I think "making the character behave ICly and socially interact with other creatures, preferably other PCs". That means that going on a quest with other PCs and talking/smoting along the way, discussing tactical options, discussing what is happening, and so on ... is roleplay to me. What is NOT roleplaying imo is going - on your own or with other PCs - in an area without talking/smoting, and just cast buffing spells and kill mobs with no interaction but a "nod" now and then. Roleplay is thus NOT limited to sitting in the market square and chatting. You can very well roleplay while killing mobs. Oh, and chatting on AIM while killing mobs but not making your characters interact is not roleplay either, by the way. Roleplay should happen in the game. And all kinds of roleplay would be rewarded in the system I posted about.
Re: Balance
Athon and Taerom, I do not get what "balance" you are talking about. Balance between players who want to hack and slash madly with no roleplay and players who want to roleplay? Can you please develop that point?
I think it's a good thing if we all have to work for our coded rewards.
The skill-point/roleplay-reward system does not give you anything for free either. You would still have to work to get the reward. The kind of "work" is just different, or - more precisely - you can now choose between two kinds of "efforts" to reap the reward.
about getting a real feeling of achievement from traning my skills by repetition
I think the new system would still allow you to get this feeling of achievement. I believe that this kind of feeling comes from three reasons:
(a) you see yourself progressing/getting better, from journeyman to expert to master to grandmaster;
(b) the progression is long and slow and not immediate;
(c) the progression depends on your effort, you are rewarded for your work. The three points are still true in the new system: you don't become GM immediately but slowly increase your skill level, it won't happen with just 3 hours of sitting on the square, and the primary source for skill points would be rewards for your roleplay efforts.
Anyway, if this new system does go into the game, why can't the current (and proposed) blocks on skill training by repetition be removed, or at the very least relaxed? I mean, the problem created by twinking has been that people who like to roleplay and hate repetitive mkilling never get to have power characters like twinks do, and so they feel slighted, right? If the new system goes in, a balance of the two could make both sides happy.
Actually, slashing mobs/repetitive usage of a skill being the only way to improve skills is one of the problems, but not the only one in my opinion. Adding another way to get that kind of "reward" is a step in the good direction - I think most agree with that.
That now leaves us with 2 ways to improve skills: roleplaying and solitary mob bashing/repetitive tasking. To be precise, I put "training/killing mobs in a group, at a leisure, while taking the time to actually interact" in the "roleplaying" category. What I single out in the second category is, for example, going on a killing rampage in Hartsvale, or going to a cave on your own and typing "mine" again and again. That second category is what I do not call roleplay.
The activity of the second category has (and currently) is the most efficient way to increase your skill levels, since you are alone (or with people with who you do not interact), you do not "lose time" and can concentrate on training. That's the quickest way to become a GM in a weapon skill, a spell, or a trade.
Back to what I was writing: it's good to offer up another option than this to increase skill levels, but I think that, for a "roleplay enforced" mud, this other option (roleplaying) should actually be favoured. That is: you should gain more by roleplaying than by doing your little dirty training on your own. Or, in other words: you should gain more by interacting with people and making the game better not only for you but also for others, than by playing a multi-player game as a single-player game.
Yet in other words: if you want to go and do your training on your own, it's fine... but that should not be the most efficient method to increase your skills; you can still do that, but the game should inspire you to rather roleplay instead.