I don't get it, really.
I think it's safe to say that a lot of allowances are made in the name of RP. PCs are able to travel immense distances unreasonably quickly, to avoid the dullness of travelling for untold hours, they can rely upon being (eventually) resurrected should they die, to avoid depriving the MUD of rich-historied characters, and sure, they can use amulets to chat over incredible distances to arrange for RP meetings, and to generally facilitate RP in situations where it would otherwise be impossible. That last part is worth repeating, I think. Just because a PC is chatting over his amulet doesn't automatically make it not RP. It's very similar to a say, albeit a long-distance one, and it contributes to the MUD not much less than if the two communicating PCs were in a room alone.
All that said I really don't understand how over-use of the amulets could be considered abusive or imbalancing but I can see how even a temporary inability to use them could create problems.
Just to throw out a few examples.
- New PC#1 contacts FM for information about faiting. FM can't return the call because he just used all his tells to coordinate a faith meeting. New PC#1 feels ignored and gets upset.
- New PC#2 contacts a priest he knows after he dies to get help for resurrection. The priest used up all his tells gossiping about the bizarre secrets of the Waterdhavian lords so he can't respond to his friend. NPC2 waits around for half an hour but can't ask anyone else for help because he doesn't know many people and the others he does aren't online. Eventually he gets discouraged and leaves.
- Faith Manager Joe has three hopefuls he's watching and he wants to tell them all about Faith Enemy Jane, who's terrorizing Joe's flock. He warns them. Let's say each of them asks one question. If he wants to respond to them all Joe has to have used six tells, which would put him over the limit of five (granted, I doubt this number was meant as a serious suggestion) in a short period.
On the other hand, with the new system we'd see a lot of benefits! For instance...
- Jill the Tymoran Gossip wants to chat with her friends about the latest fashion trends while she's idling away her time in the market. However, she can't! Everyone else in the market is spared having to endure some spam and Jill's friend doesn't get/have to learn about the new style of dress that's all the rage in Tantras.
- ...?
Okay, I realise that whole thing is a little bit melodramatic but hear me out, please
My point here is really just to illustrate my confusion regarding the proposed plan because I don't get how the benefits outweigh the potential cons. While it's pretty unlikely for any of my examples to come about if a decent amount of tell 'charges' are given I honestly don't see how it's worth letting it happen even a handful of times if the only benefit is to reduce mundane, gossipy, chatty conversations slightly. Granted, I admit that it's possible I'm missing out on something really fundamental here, and if anyone has any specific examples of how it would actually benefit the MUD to restrict the use of tells, well, I'm all ears.
Oh, sort of a post-script. Between the two proposed ideas I think I'm more in favour of the amulet costing more endurance at this point, and I think it would work best if that cost scaled up with the character's level. Ie. a level 1 might use a tell at a cost of 5% endurance whereas a level 50 might use 20% endurance. Well, something like that anyways.
Oh, post-post-script, because I just thought of this while reading Aveline's player's post. With regards to the charge idea, maybe giving players one free reply every time they get a tell (not a reply, though, to avoid an endless loop of two PCs replying to each other's reply, as it were) would help with this. It'd ensure that they'd have a least one line to coordinate a meeting, reassure an ailing ghost, or etc.