
Petitioning SE certainly can't hurt, but it would probably be best to wait until we have a bit more of the overall community's support before doing anything. As far as possible cons to having an official RP server, I played on a RP server on EQ2 for a little while, Antonia Bale I think, and the endgame situation was pretty normal overall from what I could gather. But then again, by the time I played EQ2 AB had become the most populated server, thus the majority of people weren't actually RPers. But, even outnumbered on their own server, those who did RP did so rather freely. I got approached IC at least a couple of times by complete strangers, and I remember hearing of at least one annual even that was entirely player-run.
Someone who has played longer in a game with an official RP server would be better to ask though. I think Traydon said he played on an official RP server on WoW? He would probably know more about what it's like than I do.
As for no.2, maybe some kind of Adventurer's Union? That's essentially what the guilds were in XI, trade unions, just without the politics. Maybe something like that, which IC would negotiate with whomever ends up employing adventurers for things like standards of working and payment, safety regulations, sick leave, etc. Since we almost certainly won't be able to RP with the actual leaders of the in-game political powers, maybe some sort of player-run organization could take their place? Something like a corporation or trust, which could represent those who would be against the goals of an adventurer's union. The characters who make their primary living through adventuring could play one side, while those who would have an interest in fixing the price of employing adventurers low could play the other.
Someone who has played longer in a game with an official RP server would be better to ask though. I think Traydon said he played on an official RP server on WoW? He would probably know more about what it's like than I do.
As for no.2, maybe some kind of Adventurer's Union? That's essentially what the guilds were in XI, trade unions, just without the politics. Maybe something like that, which IC would negotiate with whomever ends up employing adventurers for things like standards of working and payment, safety regulations, sick leave, etc. Since we almost certainly won't be able to RP with the actual leaders of the in-game political powers, maybe some sort of player-run organization could take their place? Something like a corporation or trust, which could represent those who would be against the goals of an adventurer's union. The characters who make their primary living through adventuring could play one side, while those who would have an interest in fixing the price of employing adventurers low could play the other.