I posted this in a thread about the grind in planeshift, proposing a fairly simple way to add game mechanics that reward role-playing. There was no response, but hey, maybe someone reading here will be interested.
Basically I want to see role-playing-based ways to level up instead of grindy PL ones. I think this can be done with quests. It would still be difficult and time consuming, but it would be role-playing fun during that time instead of boring repetitive tasks. It would be like a game!
To do this, we´d need:
1) High-level quests that give rewards proportionate to player´s level. The easiest way to do this is to reward with a level increase. You could also require particular levels to get a quest, and reward suitably high amounts of PP and money, I suppose.
2) The more interesting part: Multi-player quests. These quests would require participation of several players to complete. The multi-player aspect means you have to role-play with others, and provides a great storyline and pretext for doing so.
E.g.
Player 1 to NPC: I need a quest
NPC: (checks that the player has a certain amount of factions and skills, then): Thank the gods you´ve arrived. The upper guard chamber has been sucked into a mysterious dark vortex. Help us find out what it is and stop it.
Player 1 asks around and another NPC tells him what it is and that it can be stopped by several high-level crystal mages working together. Maybe they have to do some other quests to get particular glyphs and spells or whatever.
Players 2-4, being checked for particular factions, stats, etc. join the quest. (This could be done now I think, by simply giving player 1 a bunch of quest items to hand out to the other players. They could perhaps get a different, connected quest if they have that item.)
Players do whatever they need to, and present their proof to the NPC(s). All the players now get a reward, possibly including: enough money and PP to actually level up by one when you have a high level, OR a level increase in something particular.
You´d need to design these so that they could still work if one player messed up or quit, but that´s possible. The incentive of a reward not otherwise obtainable would help. Maybe you can only get past a certain level of a skill by doing the quest, for example.
Thoughts, anyone?