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I've seen a few discussions about the "blank nameplate" idea, wherein anyone you run into to whom you've not been introduced or with whom you've not interacted before would come up as a blank nameplate. The idea of this being to increase immersion and reality while also opening possibilities for more sneak oriented play styles. I've read arguments for and against, many revolving around the feasibility of such a system. I'm not interested in started that discussion again, but I'd like to put forth a thought on the matter.
The following is predicated on the idea that the devs are interested in the aforementioned concept and that it is feasible. Both may be false assumptions, I know.
In a system where nameplates don't give you info that is impossible to know by looking at someone(i.e. name, class, possibly guild, etc.), it seems reasonable that they would populate with info that you *could* discern by sight. This would be an opportunity to allow some aspects of PnP to migrate to the MMO in a way that totally enriches game play and could be otherwise challenging to translate in terms of player to player interaction, such as charisma, intimidate/diplomacy(abilities, not skills), certain vibe-y auras, and I'm sure several more difficult to quantify effects. Someone with one or more of these traits could toggle them on to appear on their nameplate to randoms to reflect their character's attitude or demeanor, lending more rp, more immersion, and more realism. Say in the circle where in most games you'd see class, instead you see a slideshow of traits chosen by the character from among those afforded by his abilities, e.g. an angry face for intimidating, a calm face for diplomatic, a happy face for charismatic, and so on.
In a more intensive system certain abilities could provide a range of possible demeanors your character could switch on and off almost like a persistent emote. Bluff could allow you to simulate these and any of those mentioned above, and they could be applicable by attributing sets of them as preferences for npcs(Johnny the page responds best to intimidate and dplomatic, for example) and if desired there could be opposed rolls from sense motive or just wisdom. Yes, I know that bluff and sense motives are skills in PnP... for the purposes of this discussion let's call them abilities.
In a much more intensive system, each character could have a "detailed nameplate" that each player could click on and fill out like a survey, checking boxes based on their interaction with a character(i.e. generous, helpful, heroic, rude, ruthless, etc) which would be compiled server side. If a character has been attributed such a trait a given number of times in an area he could gain that trait on his nameplate. Positive traits could be toggled on and off just like the previously mentioned demeanors, but could provide buffs("helpful" could give a 10% bonus to resistances for group members > 3 levels below you, for example) and only be effective in said area. The bad ones could follow you to new areas for a certain period denoting the stigma associated with being a bandit, murderer, or what have you and scale up to the point where you start developing social penalties(more expensive items, services, possible barring from town depending on local laws). Seems like a possible way to introduce notoriety as a game mechanic rather than a function of the game forums or titles while encouraging people to be friendly... or at least discouraging them from being hateful.
The major flaw in this system is that griefers could report everyone they see as hateful or rude and cause problems, but if there are any kind of moderators for the game it would be pretty obvious if the same 30 people are constantly tagging someone as hateful and never tag anyone with anything positive. Possibly by making tagging only possible by physically clicking someone rather than through a menu pane or /command you could keep that to a minimum. Towns would still be a problem, I suppose... maybe the character to be tagged has to show up in some type of interaction log(or your combat log) and one could only access the interface from there.
There are probably more aspects of this that I haven't considered that would make it impossible or game breaking or w/e, but I guess that's why this is a forum post instead of an email. Do these ideas seem interesting to anyone?