Anything that isn't oriented around grinding. So many RPG servers over the years always seem to fail because there's way too much grinding involved.
It's really all about the allure of the trade-off. Grinding is a gameplay padding technique that's simple as forget and easy to throw into the mix. Technically it's a great idea because it can help balance out gameplay and make pacing easier.
For an example, progression in most early RPGs was grind until you hit a wall and then you progress. The problem is that this system has been used since the late 80s, so it's going to take a literal miracle to figure out how to revolutionize with grinding.
To put it simpler, a lot of people rely on grinding to give your RPG more substance. It's definitely harder to make the game have more depth to make up for the lack of time spent not grinding, but the effort put into making a server this way definitely pays out better. I can whole-heartidly agree with you that grinding sucks for the player. It's almost never fun unless you specifically like games with lots of grinding.
From what I've seen and studied, people will be drawn en masse to a grind-y rpg simply because the idea of being able to explore the mechanics and depth of the grind is actually fun in it's own way. That novelty is lost after they realize that an early grind leads to a late-game grind and there isn't a clear progression in gameplay.
The problem I would face is trying to implement a resource and economy-driven community without having the players gruel through a pointless grind. I have a lot of ideas and I'm definitely going to find a way to make it so it isn't a dull grind and I'm going to need input every so few steps along the way.