Quote: from Kevlar on 8:58 pm on June 28, 2003[br]None of these things -encourage- RP because they can all be done in the -absence- of RP.Yes, getting a boxing partner might be benificial, but in order to be a heavyweight you'de have to spend all your time in the Gym/beating the fuck out of other people, leaving very little time to RP outside of "Hey, c'mere. *SMACK*".
Ultimately it only creates more problems than it solves. Simply leaving people free to RP without having to devote _ANY TIME AT ALL_ (let alone hours and hours) to personal upkeep/improvement seems like a much more viable, if less realistic option to me.
I'd call this fair comment… -if- Sindome were a strict and elitist RP oriented M*. However, Sindome is a hybrid. The presence of a coded combat system, coded stat systems and the lack of wide ranging OOC implementations means that while the game -isn't- a combat oriented MUD, it certainly has elements of -gameplay- mixed in with the RP enforcement.
It essence, the system you've described is an implementation of the logic I suggested as it would be done in a purely gameplay, non-RP oriented, MUD. Perhaps you're that narrow-minded or unimaginative, or perhaps you're just spinning propoganda because you personally don't like the idea. Either way, with a little thought, a more than workable system can be put into place.
Firstly, you put far too much emphasis on what I described as a secondary support system. The training rooms. These were meant merely as an over-ride to -allow- players the option of not actively using a skill. First and foremost, this would be essential for skills NOT currently usable in the game (ie, with no coded use). Failure to provide such a protection would punish players who chose reletively inactive skills. Secondly, it would allow players (and ICly characters) the luxury of study without implementation or actual use. Training at the dojo, etc.
As for the RP aspect, I can't for one moment believe you can seriously argue that this system would discourage RP. Are you telling me that players -don't- gather in certain rooms to RP because of that rooms suitability for the circumstances of the RP? Are you saying that people haven't gathered at Fuller Med to RP non-coded medical examinations? Or RPed working together at SHI, chatting as they go? Or RPed casual hushed conversations over books at the library when it existed? Are you telling me that Judge players don't go to the shooting range to RP training?
First, this system would encourage interaction by -requiring- players to interact with others and forcing elements of interaction, by consensus or not. Secondly, failing those interactions, it would introduce the chance meeting element which CAN and DOES create IC encounters and RP -with- common ground stimulus.
There's not even the remotest suggestion that players would need to spend hours maintaining their skills except in the narrow-minded implementation you've conjoured up as an example
Many, MANY things currently in the MOO "can be done in the absence of RP", but under no circumstances at all does that suggest they don't contribute to RP.
With regard to Jotun's post...
Might I mention showering, Bruce runs and SHI amidst the most obvious "mundane" tasks a character needs to perform on SD that don't necessarily contribute to RP? Of those, could they not be -easily- assumed as things your character would do while you're not connected? Why can't characters have day jobs and be sat at home with a fat paycheck waiting for you to connect and spend it? Why, if you don't connect for a month, doesn't your character get off his ass, get a job and pay the rent instead of getting evicted after a week? I'd call them pretty major "interactions".
Yes, I know, code, limitations, suspension of disbelief, etc, etc, but presuming the above skill suggestions to be mundane and detrimental to RP doesn't explain why those examples and many others are in the game, used and CREATE RP.
Yes, poorly implemented, these ideas -could- damage the game... but so could every idea and concept that's added to the game if not correctly managed.
And finally, creating variable degredation wouldn't be that difficult... but, the -idea- of SLIGHT degredation as I suggested does exactly what your example suggests, require a "refamiliarisation" period before you start to benefit from further experience. The taking of a skill check suggests you're performing a task that requires some degree of proficiency in order to succeed. If, after not firing a rifle for a year or so, you had one thrown into your hands and you had to make a critical shot -immediately-, would you have the same chance of making that shot as you would if you'd been shooting every day for the past year? I doubt it. If you were a good marksman you'd still have a -good- chance of performing the task, but less so than if you'd been shooting daily. All to do with neural stuffs and immediate familiarity of a process as opposed to recalling a process...
(Edited by TAFKAR at 3:32 pm on June 29, 2003)