Polarizing this thread into "enforcing RP" vs being "tolerant" to all ways of playing the game isn't really fair.The RP'ers have pointed out that there is a fundamental problem for RP on the "tolerant" side: when faced with blatant OOC circumvention of settings or disruptive OOC-driven play, there is only a choice of lesser evils, all of which blow one's own RP.
- Engaging the out-of-settings play in an IC-manner will actually validate it as RP.
- Ignoring it will work for some kind of out-of-settings descriptions and such, but not for disruptive OOC-driven play (example: bystanders are killed in front of you in the plaza). It will actually be very OOC for the RPer in the latter case.
This situation is completely skewed one-sidedly against the RP'er!
Note that addressing the problem OOC is a valiant attempt to get at the source of the problem, which will work in the case of a player who is just casually disruptive or against settings or a new player discovering his style of play.
However, in a lot of cases (and these are the cases described here), it will not help since the player is committed to his play. In any case, this is a break in the flow of RP and
an IC solution will have to be found anyway unless the disrupting player backs off from his play completely.
I think it's
not very constructive to put forward as only solution to this problem of
"what can *we* do about it?" that
"*you* just need to learn to cope with it". That may or may not be the case, but it doesn't answer the question (or rather, gives "
nothing can be done" as an answer).
The
"tolerant" approach is
not to try to blend all styles of play into one, but to try to identify different needs and address them as such.
The
"enforcing" approach should
not create out-of-game or in-game processes, institutions or committees which will not be able to work transparently and consistently over time or have a punishing nature. (one-time wipes - not that they might not be a good idea for other reasons - or guild-approval committees fall in this category)
Useful questions (while understanding that the game is far from complete yet) are:
1. How do existing mechanics or game aspects fail to protect and foster "deep RP"?
2. What does the game or settings lack for players that seek more excitement that could be there at this point of development?
The first question probably has been discussed a lot already. For me particularly, these things stand out:
- character progression is practically impossible to achieve ICly unless you play a gladiator-miner

- quests are a great way to get introduced to the settings gradually, but there are not enough of them that are linked to the settings rather than being of a personal nature, and many quests are very OOC to complete for various characters, but still necessary to gain some item or glyph (or winch access?)
- there is no kind of in-game bulletin or message board or rumor system other than leaving books in various places
- the faction system is of no consequence
The second question I don't see discussed much:
- Yliakum apparently doesn't hold a lot of conflict. The races get along well, the government is stable, and luckily there's no black-and-white good vs evil struggle going on. But for the newcomer, this set-up is extremely hard to position oneself in. It feels almost placid. Now I understand that there are intrigues, corruption on various levels, and other realms with beings looking to get into Yliakum all waiting to be discovered or unleashed on the players, but all this seems pretty fictional to the players (who can merely read about it in various books).
- Apparently, we need some dramatic windswept mountain ledge that served as a long-standing duelling or tournament spot...

- There are few places in the game that hold danger, and those that do don't lead to anywhere (...apparently...). Of course this is largely limited by NPC AI, too. But it's not like these places encourage players to group up for an expedition (unless RP'ed).
To sum it up... (not meaning to criticize the devs here, but to point out what could need more attention)
- there's too little to do in-settings for people who seek some excitement, which is why they bring it to others (possibly disruptively)
- there's too few means for people who try to progress their characters' ICly
- and the mechanics don't bring these two aspects together enough