(07-14-2014, 05:05 PM)FreelanceWizard Wrote: I'm all in favor of plots that don't mandate participation or split continuity. In Ul'dah right now, for instance, there's a plot that, if you don't consent to it, more or less puts you in a completely different IC continuity than those who do. I try to avoid those sorts of things because they're not my cup of tea and, as I mentioned, they make RP quite difficult (not to mention how confusing they can be to totally new players trying to break into RP). Note that I'm not trying to denigrate this plot; I'm just pointing out that it's not my style, and I would personally like to not have to avoid RPing in a second city.
A treasure hunt -- so long as the MacGuffin isn't something like, oh, the cure to a lethal plague cast o'er the land -- is a good way to do that. People can get involved, or not, as they see fit, and it has the particularly nice advantage of letting people opt out entirely ICly ("Uh-huh, a great treasure. And you heard that from a drunken privateer at the Wench while he had two whores giggling on his lap? Yeah, you go chase after that entirely real treasure..."). What I really would like to avoid is anything where those involved in the plot are living in a completely different continuity because of what the plot does.
Those kind of plots, for a city, are the kind of thing I'm trying to actively avoid because it is such a problem in Ul'dah. Anything that would be thought of by me, I obviously can't think for anyone else, would just be to get people Roleplaying in the city and not have some kind of overarching plot that suddenly defines the entire city and how the people must RP there. The treasure hunt is good, it's a one off plot that gets people into the city. Then later they can grab a beer, then other people will see people grabbing a beer and go "Oh hey people RP here" and start showing up on their own.
The biggest thing we need to do is get people into the city. There's a perception that things only happen in Ul'dah and we need to change that.