So, word is, RP in Eve has been pretty dead, lately. The dev/storytellers are busy with sumpin' else, FW goes nowhere in particular (mostly on account of its spectacular lack of consequences, bless CCP for finally noticing), and the old conflicts are seeming sort of ... old hat.
Well, then, how to get things perked up?
A necessary part of any good story is conflict. This can be internal, external, direct, indirect, civil, uncivil, whatever-- doesn't much matter. It's entirely possible to get some good internal and/or interpersonal conflicts going here, of course, but this is, at its root, a spaceship game, which means that the most engaging conflicts will probably not be tracking the plot of "A Few Good Men."
If we want things in New Eden to heat up and dislodge folks from their cozy bars and private convos, the obvious approach is to warm it with weapons-grade plasma bolts.
This, of course, is easier said than done, but there's no shortage of reason for conflict, and capsuleers are infamous for callous disregard for human life. I'd like to see your thoughts and ideas for how to stir the pot, RP-wise, and get people a little more invested in the world again.
A few opening thoughts:
* Aside from, perhaps, rare "plot points," conflicts should be genuine, rather than staged. This gets people invested in the conflict and its outcome.
* There are reasons to fight that have nothing to do with politics (well-- unless you count cultural values). "You dishonored my sister! DIE!"
* "Frienemies" are good fun.
* The major challenge here is built into the very nature of Eve: war in Eve is play for high stakes. Losses are not meaningless. This makes maintaining a cheerful OOC attitude in the face of being on the losing side really damn hard.
* Possibly the easiest method for stirring more conflict would be to de-liberalize our gameplay-- dilute our characters' sense of fairness and compassion for fellow capsuleers and their causes with a dose of loyalty and respect for the authority of some entity (take your pick, really) whose sanctity is to be protected even at the cost of spilled blood.
There are various ways of justifying this IC; it's been said that a conservative is a liberal who's been mugged, and a liberal is a conservative who's been arrested. It's not too difficult to engineer such a "formative" event. It could even be done on a large scale. Anybody for some sort of atrocity at an event for families of [insert faction here] capsuleers, followed by reprisals that stir passions in the other side, as well?
Our characters have largely been interacting in the massive melting pot that is the interstellar capsuleer corps. Perhaps it's time for a conservative backlash, followed by rising tensions escalating to merry violence?
* Certain goals short of total victory should be achievable. These can be short term goals, and can be agreed upon in advance, something like: "If you manage to kill X million ISK of ships this month, our CEO will order a full review of the function of all shipboard crews (since they're obviously underperforming). So-- for the next four weeks, all of our pilots will be required to carry a [designated market-purchaseable NPC type] in their cargo holds, which can be captured and put on IGS show trials."
Other "forfeitures" might include the capture and brainwashing of pilots (see also my abortive attempt to get a Sansha's Nation "capture game" started), revealing useful intel ("You captured a journal entry by our CEO, reading as follows...."), and so on. There might, incidentally, be ways for the CHARACTERS to behave dishonorably, going back on agreements and so on, without the PLAYERS doing so. "As agreed, my character will refuse to pay her bet, but your character has recorded proof and is free to shame her publicly."
... This would probably be easier if the most obvious "goal short of victory" weren't economic harm to the other side, which tends to get people in a lather. Strong wills likely called for.
This is just me rattling on in near-train-of-thought. Anybody got other ideas?