The stick right now is the lack of loot, the fact I can just kill the whole dungeon time and again with no reward, makes it useless to do so. I am just penalized OOC for it. For example, if I ran 5 alts, I could run the same place with all 5 of them, the fact I choose to put all my effort and focus on just one char, puts me OOC'ly in a disadvantage to someone running multiple chars.Valefort wrote:There's a difference between grinding and adventuring, isn't there ? That's the foggy line of staying too long in one place, unless you actually plan to remain there and then that's RP and you've got to ping DMs for that, pretty sure they'll oblige you one way or the other.
As for carrot and stick isn't the absence of carrots enough of a cue ? It's not like it's impossible to grind in a single area, there's no stick at the moment (and I don't think anyone wants to bring it out, like booting a player if he grinds in an area for more than 1 hour ? That would indeed not be very fun).
I would personally disagree grinding and adventuring are different. Do I really have to find 20 different Yuan-ti nests to grind them all? The point I tried to raise with this thread, grinding is here, it is something to do when no one of your Rp contacts are online, or simply if you are bored and have some time as I do, which I would like to convert into IC chests, loot and fun.
Grinding will be here, it's part of DND more than intrigues, or politics or sims like environment. My suggestion focuses on making the gameplay more fun, without forcing players to do what they do not want, or penalizing a style of gameplay.
I would claim, you want a player to run differant dungeons, give him a reason to go there. By simply making it impossible to focus on the efficient and good places, I personally feel, pigeonholed, rather than immersed.