Here is a thought Phibred,
It is something I thought about doing with NWN when I was tinkering with making a module.
Take this with a grain of advice, because this very idea is what kept me from finishing the module.
Just like all (most) other mmorpg games, you need to set up factions.
Make each faction useable/joinable. No pure npc factions, with one exception (explained below). No player guilds. (Ok, radical idea, read on…if you must have player run guilds, they must be affiliated with a faction that is game-set)
Players are forced to join a faction .That faction becomes their guild.
Give each faction a number of attributes. Things like economic, military, political power. Give the factions a cashflow, production, etc.
Make it so that every single mission that your players take on affects 1 or more factions. Make sure that the player can see that the faction has increased/decreased in power for every action taken.
As the player builds reputation/standing/whatever with the faction (and against otherfactions) then several thuings have to happen:
- The player gets promotions/demotions
- The player gets targeted for agression by opposing factions. Not just pvp or fighting aggression, but economic and political as well. (No, you can’t dock here, no you can’t sell there, your pet politician was just assasinated, etc.
- The gameplay of all players combined affect the ultimate outcome of each faction. Publish a goal within each faction, “Destroy faction X” or “Take over the squirbie market” or “Own 51% of all politicians in the game”.
You have to have npc politicians, and political positions (or something equivalent) and each politician leans a % towards each faction. They also have a % standing with each player. So players can request favors, missions, etc from politicians.
As a player gains rank, make that player capable of making faction decisions. In other words, let them hold official positions within the faction. Like treasurer. Yes, give a player the capacity to STEAL from his own faction. It happens in real life, why not a game? Let another player be the political officer, the media officer, etc.
But they have to EARN those positions. And other newer players will in some instances be accountable to older more experienced players.
Basically, what i am proposing, is that you create the ability for players to modify the storyline. If a player wants to kill the npc president of xyz faction, make the npc available to kill. SO what?
Every time a faction dies, create a new one to fill the void. It will be less powerful, more vulnerable, etc. But that is how it works.
Now, you also have to have one or more pure npc factions, that form the basis of your “invaders”. The badguys. Be they aliens, pirates, mongols, or an army of walking piraahnas, they are EVIL, and they attack on sight. This is the group that you pass rumors around via the in-game news media. FOr players that are positioned in the right factrions and are inthe right positions, you email them tidbits of info, some true, some not quite true, some inbetween. The EVIL faction lurks on the edges of the game, available for those that want to eek them out and get hosed. The EVIL faction will attack as soon as a pre-set condition is met, such as faction X is destroyed, or time y has passed, etc.
You are, from what I can tell, trying to build an RPG where all playters are equal. Try that, and you have a flat playing field. How many people would play a multiplayer fps that only had flat playing areas? people get bored with that. All players are not equal.
make it dynamic.
And if a faction or player does something that derails your storyline, change your storyline.
Soryline: XabuXabu trhe leader of the earth republic was assasinated!! Breaking news, it was a clone that was assasinated, xabu is fine and well and seeking vengeance against the assailant. In the background, suddenly the player is listed as a target for agression from 95% of all other players, factions, etc.
See what I mean? Let the players screw up your story. This isn’t your story, its theirs. At least, that is the way THEY see it.