Please note that these suggestions apply to when Planeshift is officially released (not alpha, beta, etc.) as they are impractical at this time.
The simple method for enforcing RP in Planeshift is to make RP the only method of advancing in the game with any sort of rapidity.
\"How is this possible?\" you ask. Well, it\'s simple really. Killing things doesn\'t give you much in the way of progression points or loot. The only way to get PPs and loot is to do built-in quests and GM-run quests.
\"GM-run quests? We can\'t do that. There aren\'t enough people for that, and the GMs are just supposed to be like police anyway.\" Well, you know what? That needs to change. There need to be more GMs and they need to be given the tools and the time to run quests and events for players. This encourages RP and rewards players for RPing by allowing them to advance their characters. Remember the origin of the \"Game Master\" (or \"Dungeon Master\")... This is what my Dungeon Master friend stated it as: \"A Dungeon Master creates and runs a world for his players.\"
Game Masters should be involved in helping the players discover the world and helping them roleplay.
I have played games that use this system and it really works. There is very little OOC/Power-leveling and what little there is is easily dealt with by the DMs. Now, granted, I was involved with this on a smaller scale (20-player server), but the world was much larger than in PS and there were fewer DMs. I believe that such a system could be extended to PS and that it would be beneficial for all roleplayers if it were. Obviously there would be slight changes to incorporate the differences between these two different types of games, but the general concept should stay the same.
Anyway, sorry for the loooong post. Any comments anyone?