Doom, Gloom and RP
To have a plot, there must be conflict. Without conflict, there's not a story but, perhaps, an essay (like this) or just a bit of text.
To generate plots, a variety of conflicts routinely pop up. Among the common ones seen on the MU are the highly tragic doom and gloom.
The Abbey this winter had a plague. Being sick in bed dying of plague wasn't very fun but those not sick had the ability to RP as exhausted but doing good works. In short, it opened up opportunities for players to develop their characters. It was also brought to a conclusion in a reasonable time-frame. Bad luck and over-work only go "so far" before players get bored.
Some players generate conflict by having their characters always suffering. They are the subjects of the doom. The problem with suffering is that it's really not very entertaining. Sure, some people revel in the attention as others offer them help and comfort ... but it's like a black hole. The more attention it generates, the less others want to provide that attention. Unlike the plague, it doesn't burn out but drags and drags.
There's nothing inherently wrong with tragedy ... but it should be balanced out with non-tragedy. The balance may not be "equal." Also, there's more to tragedy than just suffering -- generally, a lot more.
To make suffering entertaining and interesting (which it must be if there's to be anyone bothering to respond) there must be things that others can do that matter; there must be some kind of resolution possible, where players can interact to accomplish something.
For instance, being in the Great Hall and injured provides a chance for healers to perform healing RP. Of course, when that happens constantly, it gets old (Redwall MUCK isn't Emergency Room MUCK).
On the other hand, being in the Great Hall and simply "having been hurt" and now quietly (or noisily) showing treated injuries doesn't offer anyone any chance to join. What can people do? They can offer sympathy, but that gets into the black hole problem. There's very little RP in, "Oh, poor you! How horrible the universe is!"
So, what to do? Remember that RP is not a solo activity. It's not enough to "be the center of attention" (which is really what suffering players tend to seek). Provide some means for others to become involved -- or at least mix up the suffering so it's not a negative ("Yeah, the arm is broken, but look how much better I've gotten at using the other hand.")
Make it easy for people to join in the RP and they do. Suffering, on its own, without putting forth the means for others to join in, simply doesn't work well.
Keep the Light,
Otter (and Nicodemus)
Brian Jones