- The game is good as far as interaction with the settings is concerned, but it's very poor as far as Player-Player interaction is concerned. The problem is that players end up not being able to use the rich information obtained in quests amongst themselves (if you try to role play that your character has fixed a poem for a kran that was needing it, another character will tell you that he did the same thing. Why would the Kran need that many equal poems?);
For me I think the core of the issue always comes back to the players. There are two big questions here: 1) what are the players empowered to do by the staff? 2) what are the players doing for themselves and each other?
Question 1, I will admit, can be a bit murky at times. In terms of RP, it's very unlikely (for example) that magic is limited to the very cookie-cutter effects of -any- coded spell system. Rather, I would think one can assume that having a given glyph that creates a given effect could reasonably (in terms of non-combat RP) be used to create different (yet similar) effects. For example, if you have the 'Mind' glyph and can do <blank> with it, it might also let you engage in other non-coded, RP-based actions. However, I don't really know what the leeway is for players in this regard. I'm not sure anyone really does, as there are no official spell lists or the like. (This is why most tabletop RPGs have whole books dedicated to their magic systems--there's a -lot- to be said. I'm not suggesting that the Devs should do that here; rather, a few general guidelines about such things would be helpful.)
Question 2, though, is quite clear. Players can play, treat things IC, and generally foster a better RP environment. This does not depend on the GMs, the Devs, or anyone other than us--the players. PlaneShift isn't 100% functional, no, but it works just fine for conducting IC activities with one's characters and interacting based on whatever premise we have. If we've read the settings and done our best to adhere to them, then until we are given more specific guidelines (as per my Question 1), we should frankly just get out there and enjoy ourselves in RP. As this game is a work in progress, I see no reason why the Devs/GMs/etc. can't inform us if we're seen to be "doing it wrong"; until then, the only people we can blame for a lack of RP are ourselves. I've been involved with MU*s (
http://en.wikipedia.org/wiki/MUSH) for over ten years, and for most of that time I've been an admin or running one of my own. Players often complain of a lack of "things to do," but the truth is that we have as much power to generate interesting stories for ourselves and for each other as any of the GMs do.
Ahem. Those points made, I think there are plenty of great RPers here, and I fully appreciate and support the efforts of the Devs, GMs, and others working on this project! Lovin' it a lot, everyone.
I would love to help with this project in any way I could, but I don’t feel qualified for any of the positions being offered in the development team. I think many others feel the same way. I am a fairly creative person, and I’m full of ideas. I’m also willing to learn new skills if it means helping the project. But I just don’t see any open channels for interacting with the development team in an efficient and productive manner.
The bugtracker really does seem like a decent way to do this, at least as well as can be managed. I only started using it last night, but it really does seem like a good idea and a good way to keep on top of what needs to be examined. It sounds like you might want to consider hooking up with the official testers, perhaps... I don't know exactly how all that works, but I certainly see your point. Sometimes you really want to help, but just don't know how to do it. :/
A general note on all these points might be, as Bubba points out, that we could really have better communication about some things. I mean the players as much as (or more than, in some respects) the Devs/GMs. We could work on creating RP, for example, that doesn't just center on the dramatic elements of our characters' lives, but that instead is designed to be inclusive and draw other people in to our stories. I think we can all find ways to improve the experience for ourselves and everyone if we give it a try.
Cooperative RP--it's like magic! :sorcerer: