You can't actually make an impression on the server unless you earn it...I don't understand! You're saying sitting about and doing nothing, rather than pushing your PC's goals and agendas hard (and in turn involving lots of others and fostering healthy conflict etc) should mean you have an impact? Doesn't make much sense, though it could be I misinterpreted you!
No, I think you should do all those things (pushing your PC's goals, agendas, trying to foster healthy conflict and stuff)... it's just that trying to see it reflected in the gameworld feels too difficult.
Take Oro's comment about the Stouthearts for example. At one point just about every PC Dwarf was a member of their faction. Yet over all, had every Stoutheart dropped dead in a single day - what impact would that have had on Sanctuary? I can't really think of anything at all.
I think rather than having the burden completely resting on the players shoulders that it should be more along the lines of the carrot and the stick. Let me try and give you an example.
I've had cool DM loot in the past. I've had powerful DM loot that was so powerful that it had to be taken away. However, none of that mattered to me as much as one piece of DM loot that by far - and it was essentially worthless in terms of power. It was a Charred Heart of a Priest of Kelemvor my character had killed. That priest had been a very close friend of my character's and due to IC events they began to become estranged. They were both battling inner demons and eventually events escalated to the point where it came to blows. My character killed him, and because of his actions wanted to punish him. He delivered his heart to his god and that heart was eventually returned to him. It allowed him to summon a Shadow once per day which lasted for 24 hours. The Shadow was incredibly weak, but to me that item was invaluable. It made me feel as if I had accomplished something - that I had changed the gameworld and that my character held in his hands proof of it.
This was something that anyone could have accomplished. It didn't require huge investments of time. It didn't require management skills. It was completely player driven, I don't even think a DM was there to see the PvP, and the heart was given as sacrifice. The only reason a DM found out was because I copied and pasted the log and sent it via PM.
It's little things like this that remind players that they are in a dynamic world and that their actions matter.
Why can't a PC who starts a gang in Lower Sanctuary and makes the attempt to recruit NPC's have one or two NPC's show up sporting their gang colors? It's not so much about trying to earn a faction base, or any of that stuff - it's about the world changing to reflect player actions. To give the impression of making a difference.
One of the best and coolest things done last Council Election was when NPC's in the Town Hall began talking about the various candidates. I loved it. It added so much to the server and just made the whole process feel that much more 'real' and 'dynamic.' I loved the flyers laying outside the Town Hall. All of it just made the game so much more fun and interesting.
---
I oversaw that, and don't understand what you mean when you say it could never have happened if NPCs had become involved...
What I was saying was that it likely would not have happened because it wasn't something that was planned. It just happened. If any of the different groups involved had been NPC's the outcome likely would have been completely different. However, the main difference would have been the aftermath. I can't RP religious strife with NPC's and anger against them for their actions without a DM. I can't fathom a DM having enough time or inclination to possess an NPC only so my character can try and have them see the error of their ways, repent and join his faith. The only reaction that my character could have with that NPC is to basically consider him "too lost for redemption" and kill him, because that's simpler for everyone involved.
When I played Dedrick so much rode on the fact that I needed to win the support of someone of higher rank than Sunellar. I tried very hard to show that Dedrick was working hard, even though most of his actions were constrained, but all of the people above Sunellar in rank were NPC's. So when Azzam turned against Dedrick in the end, he was compelled - having no alternative - to carry out the actions that he did leading up to the present situation. Had Azzam been a player Dedrick could have attempted to reason with him, and perhaps the event may have never even taken place.
Now that I am playing Hoaradin and he is running for Council so much rides on the fact that he must convince NPC's to vote for him. However, to interact with those NPC's is nearly impossible outside of what I've already done. (Making a public announcement post stating how Hoaradin is trying to deal with those NPC's.) I've questioned DM's trying to find out general things Hoaradin should be finding out (or rather - should already know) about the NPC citizens. I've learned of huge disconnects between how players perceive something and NPC's perceive something. On the one hand I need NPC support to win an election, but on the other I'm RPing with PC's and not NPC's. It is almost bizarre - as if PC's live in one reality and the NPC's in another.
---
Which brings me to my point about the survival nature of the server. I'm not talking about danger level so much as atmosphere. Sanctuary is completely impoverished and poor. Most of its people do not have steady jobs, going from one to the next on an almost day-by-day basis. Life is tough. Yet I think you could take almost any PC out of Sanctuary and place them on the surface, in a rural village and pretty much get the same results. There is a lack of awareness and a disconnect from what it's like to live in Sanctuary and be in the Underdark.
A suggestion: I think it would help if when you create a new character, and select your portal, you are given a description of what your character has likely experienced up until that point. If you select to begin in Upper Sanctuary, you should be informed of what it is like to live there on a day-to-day basis. What do the people eat? Where do most people live? What is the general attitude of the people there? If you select the portal to begin in the Underdark, you should also be given the ability to select a number of different choices such as: Escaped Slave of the Drow, Escaped Slave of Beholders, Escaped Slave of Illithid, From the Surface, etc. Each of those detailing what your experiences most likely would have been like up until that point. If you select "Escaped Slave of the Drow" you should be told of what the average Drow slave experiences on a daily basis. What their lives are like, and all other things that would give a new PC a feel for their characters experiences.
I also think that when the city faces a crisis such as the metal shortage the PC's should be effected more. Overall, PC's weren't effected by the metal crisis, perhaps this was in large part due to the fact of how the economy is largely player-to-player, and that anything that costs more in Sanctuary could have been purchased cheaper and made of better quality elsewhere.
---
SaRF,
It isn't just about me it's about everyone. It's about the server as a whole. I know I can do all those things. I've done it. I've been involved with some of them either directly or indirectly. The problem I believe is that it's just too difficult. Casual players in a lot of cases will find themselves easily locked out, especially if they are new players. For me personally, trying to accomplish some things are so difficult that it creates burn out. I might simply lack the stamina of others, though.
However, I just want everyone to feel 'Wowed' when they log on. I want everyone to feel that every action they take has repercussions for both good and ill. I want people to be lured into plots and just have an insanely good time. When people's characters die I don't want people to feel upset or disappointed, I want them to look back on those characters and feel proud of achievements they have made and know that they have left a mark on Sanctuary. That is what I want for myself and what I want for others.
So it's not a matter of trying to hog the sandbox as much as it is trying to ensure there is enough sand for everyone.