I don't think the problem really is 'imm interaction', it is making the world come alive with some form of continuity and ad-hoc quests that can actually affect real change in the game's world. We've had some successes with this in the past. I'll briefly describe some of them here:Selveem wrote: Additional idea: We need more Imm interaction with players, again. I know we used to have the RP Council who could create special characters to interact with players and make up quests, but it seemed many of those required an Imm to help along/provide restrings/etc. One of the major things that drew me to this MUD was my positive interaction with the Immortals such as the ex-player of Sune who went out of her way to make sure she interacted with players (and helped my stupid butt out of a hole I couldn't climb out of and was starving to death).
1) Make a bunch of people deities and leave them to it This technique had limited success. A number of people we made deities very quickly 'saw behind the curtain', realised that just because they liked playing and had high level characters didn't mean they liked running RPs for other people. The usual end-game was that we lost them both as players and as deities.
2) RPA (Role Play Assistants): these were low level imm characters given to promising role-players to run plots and make things work. Some things that meant this didn't really work included people starting ill thought-out plots and then not following through on them, people getting side tracked with trying to catch people cheating (ie, game administration rather than role-playing) and some people just never played their RPA.
3) The Roleplay Council - did anyone ever hear of it? If not, I'm not surprised, it was a bit of a flop. People again started huge plots and then got bogged down in creating many new areas to support them etc.
4) The Story Council, which had a couple of amazingly successful months and then it died - I think I may have killed it by trying to mandate that people run more RPs then they had ideas for. The basic idea was that we'd give people some low level imm-like powers to start with, and they would use those to advance a number of plots that could be run with only those powers. People seemed to be frustrated by both having to get their plots 'okayed' before hand which reduced the scope for spontaneity, and also by the limited powers that they were given.
5) Junior imms, this was a 'refresh' on the RPA idea which attempted to balance some of the issues seen in both the RPA and SC programs by giving more powers and more scope and structure. It was pretty successful, I think, with two members going on to become full imms, one to become a pseudo-imm and the other have stopped playing completely.
6) Large scale plots The next attempt was still bearing the name 'Story Council', but was an attempt by me to fully outline a large scale plot with a beginning, middle and an end. This has also gotten bogged down, possibly again due to my reluctance to give people too many privileges too soon - the main reason for this is typically what I've found is that when people get too many privileges, they kind of 'see behind the curtain', and we lose them both as a member of staff and also as a player, which is extremely unfortunate. Trying to balance the two is exceedingly difficult.
Anyway, these are the ideas that I have had - I think you might see some kind of progression from one idea to the next, hopefully at least.
What I would like to do is try and get the Story Council working again, and have members of that work to fulfil some larger story arcs. Excellent members could then move on to become Junior imms and staff members.
The question is: how do we get the Story Council working? How do we decide how it works etc? I would greatly favour some fairly light weight way of making it run, where the process worked FOR innovation and imagination instead of against it, so I'm open to all ideas and suggestions.