This wish has been edited to account for the conceptual progress made. The first version is quoted at the end, for those interested in how the concept progressed.
1) I wish for Non-Unique QuestsI believe it would allow for an easier immersion if the quests were not unique.
This would mean revising the current Quests and changing their style to meet this standard. If well done, players will no longer need to pick which quest experiences they can roleplay with other players, allowing for more fluid immersion.
Illustrating:By unique quests I mean quests that involve some sort of event that couldn't happen twice in Yliakum, like, for example, changing an NPC's religion. A 100 different adventurers couldn't possibly change the same NPC's religion that many times, though a 100 different adventurers might clean the Broken Door from rats... Damned rats keep coming every week and Brado doesn't like paying the same adventurer twice.
2) I wish for every official event to have impactI believe it would add more material and dynamic to the roleplay environment if we made it a rule for every official Event to have impact on said environment.
Illustrating:By impact I mean visible changes in the components of the environment. Currently some of our events come and go leaving marks only in the players who participated. This makes it easy for people to disregard said events.
However, if events leave a visible mark, like a NPC changing place, or a house becoming a crater, or a NPC changing one of his lines, then everyone will come into contact with the event, or better, its outcome.
Old Version:
1) Changing Quest Structure
We don't need Single Players Quests (quests that are so specific they can't be used in multiplayer roleplaying). Though we already have plenty of quests that are plausible, we need them all to be like that. But better organized.
Quests should have this layout: This NPC needs something to be done daily, weekly, monthly. Easy stuff can be asked of any PC, harder stuff is given to PCs which have worked more for the NPC. During these tasks the NPC sometimes does polite chat, allowing the character to know more stuff.
This way every PC can talk about its quests and about what it knows of NPC "A", "B" or "C." NPCs become better integrated parts of multiplayer roleplay.
2)Creating General Plots
"Oh, but that's so boring Sangwa you handsome, wise cat. We want to save princesses!" Oh really? I guess you'll have to read the rest then.
If our Settings Team creates General Plots that depend on interesting NPC quests (lets call them plot quests) that are advertised by GMs and playable only once (first finishing, first served), we'll have some pretty interesting stuff going on.
Not as hard on either of them as you think.
GMs just show up to give the plot a start. They point the lucky PCs towards the NPCs who will hand out the plot quests and then give them time (some days) and space (Yliakum.)
It should be done in a way that different PCs play out different plot quests. (like GMs make two appearances, tell half of the information each time). Some of these plot quests should be interdependent to force some level of interaction between PCs (plot quests that depend on items different players obtained on their own plot quests).
The General Plot should also have a limit time, some weeks or a month, in case not all the plot quests are completed (because characters didn't share info/items or because someone went inactive.) Either way, the GM's come up with the outcome and it gets imprinted on the concerned NPCs and relayed to the community... The rewards should be the roleplay itself and they could be positive or negative, depending on the plot itself. This way players will only do a quest if they feel like it's good for their character's experience (and not for its inventory.)
Now, why would I want this implemented? The benefits are immense. It brings the roleplayers closer and the best part: it allows for visible development of NPCs and story. It also makes some NPCs have a continued presence in the concerning PC's development.
Even if these General Plots develop not-strictly-but-semi-yearly (i.e. the Settings/GM intervention part happens yearly or similar), they will motivate most of the community to yearn for the next occurrence to see what will happen.