Added a new suggestion based off the automated /me system. This feels like an appropriate solution to the whole "quantity over quality" issue with it.
Similar to DnD, you would have attribute rolls based on the task at hand. Search for something and it'll roll a perception d20, etc. It'll be a easy way to gain rp material without it being too forceful and on the latter, makes combat more RP centeral without removing the S2K element.
/me
lifts himself off of the couch...
/me
searches through the fridge for a meal...
/me
pulls a gun out of his holster...
/me gets the hell out of
dodge...
so on and so forth.
adding any sort of word search filter is only going to frustrate players ("My name's Richard, call me
Dick." and then having the message be removed, or being banned.)
i was going to say this for your earlier post, i didn't want to start yet another dispute: imagine 6 years of character development, someone you've played across multiple communities, a character that you truly and finally like, in this community, a place where you think they're finally going to get to finish their arc. ages in the making, with realistic relationships and flaws and personality traits meshing well with all the other's of the server, you're even at the centre of a massive player-driven arc with an event just waiting to be made for it, when...
all of a sudden, you're in turn based combat. doesn't matter the who, why, when, how, but you wind up on 6 health by the time the battle's over. now, just for a moment, imagine that because the first person to reach you was a new player who didn't know what they were doing, or a newly made doctor with a low medical stat instead of someone whose been there since the start of the server, your character dies on the spot. maybe a dozen people left hanging in a story arc that can't see an end because of someone who doesn't even know you exist.
furthermore, lets say one of the losing combatants barely survived, too. because they have valuable intel, the other combatants bring a doctor to treat him, with a high enough medical skill that the roll is GUARANTEED to succeed.
does this sound fair to you? it doesn't to me. as i said in an earlier post,
this'll be a short but controversial take: admin bias, in the right way, will always improve the story. characters typically go through great hardships, and without an admin's intervention to steer that hardship, would it really be fun? would Half-Life or Half-Life 2 be the same if there weren't supply caches around with ammo and health? roleplay is a collaborative writing effort, and writing needs direction.
you really just can't have a fun roleplay if there isn't an admin to adjust the scales every so often, and players capable of writing a /me
without a prompt. you shouldn't
need a rolling system to know that six bullets to the legs are gonna annihilate your knees and put you in a wheelchair, you shouldn't
need to roll a dice to lift a box twice your size, these are problems that are better left to the player to solve. you need a wheelchair? find materials, and find someone who can make a wheelchair. you're creating roleplay for these people, you're giving them something to do, especially if they're rebels. you need to lift a box in a workshift? ask for help from your co-workers in the shift, roleplay how much of a struggle it is to lift.
in short, there's no reason you should use
logic and
google for every single other scenario, but
RNG for very specific situations that would make the most effect on player's experiences of the server.