I would just like to see what you guys think, plus I want to know if Heed noticed anything he should reply to.
Please, give me a moment to delve deep into my mind to find a response to "the game should be balanced."
Anyways, none of these ideas will work. For example, in blockland, an RP means "no goal." There's structure, but no objective. When the structure isn't deep enough or flexible enough to provide fun on it's own, the lack of objective really hurts.
I've run some little personal experiments with objective in my Rock Raiders-themed mining RP(G?).
For example, in one scenario, I gave the team a simple objective: mine through some hard rock (very difficult, some tools can speed it up though) and cash in on the resources on the other side.
There was a great deal of teamwork and such involved as we basically plowed through to the hard-rock-- everyone crowded around the loader-dozer (which I made to be crowded around with some buffs) and starting mining about. It was good fun and certain moments presented themselves such as dynamite mishaps which reinforced the feeling of a need of teamwork.
Once the objective was complete, and with no real followup objective, the fun sort of fell off.
In another scenario, I gave the players the ability to kill eachother with laser rifles that served no other purpose. They had to be bought with resources that were shared by everyone. It was easy to ignore the chance to go on a wild rampage because there was objective. Thus, when someone finally did snap and started firing it made it that much more intense and RP worthy.
Eventually we ran him over.
In the final scenario, I presented an objective that was too hard to reach and unrewarding. The fun died out before it could be reached and shortly after everyone had explored the structure of the game through and through (there were about 12 tools that could be used and a few vehicles, each tool and vehicle had its own powers and abilities).
So when it comes down to it, any blockland game needs Objectives and Structure. Most of them are built on structure without objective or objective without structure.
If the objective is too hard to reach and objectives before that are far and few between, the player can lose interest. Similarly, if the objective is completed only to repeat itself, the player can lose faith that what they're doing has an impact.
Put simply, blockland is a game that asks the player to draw their own objectives. It works well in that respect.
Blockland RPs are games that use structure to take away the player's ability to create objectives for themselves. Many of them do not fill the gap.
Many of them also tend to isolate the player. But that's for a different discussion.
We need blockland mods that can reduce the player from a weapon-spawning vehicle-riding jet-flying demigod into a man of plastic without actually limiting the player. As a point of comparison, consider the change between Creative Minecraft and Survival Minecraft.