My only suggestion is to entirely remove the RP XP cap and instead institute a new system where a percentage of every level must be accrued through RP XP in order to level. Five or ten percent seems an adequate starting point, for a roleplay server. Bonus suggestion; alter the RP XP calculation to include weighting for or against level differences, so that this mandatory RP XP requirement for levelling is also adversely affected by RPing with people far outside your level range.
I really like this idea, though I suspect it would not be that easy to implement on the dev-side.
Iridni - I've always liked the idea of one-use 'rp-xp' reward cookies. I would stop short of 'xp-penalties', however, because, from my experience, it would create more problems than it would solve.
But one-time 'xp-buffs' players can award each other can certainly have a positive impact if implemented with right checks and balances:
* can only be used after the usual 'automatic rp-xp reward' (or two) pops up, i.e. after the system records some RP actually happening.
* one is automatically generated every 'x' RL days (maybe 2 times a week or so),
- or after a particularly long RP-only session (10-20+ consecutive system rp-xp buffs).
* as with the dungeon xp-bonus for players who haven't played in a long while, the 'rp-xp-cookie' will give slightly more after a period of inactivity (of either of the PCs involved) or after a particularly long RP-only session - or, perhaps also, if the session involved more than just 2 people.
* the person who received the player rp-xp buff, cannot receive another like it for 'x' amount of time (perhaps several IG days?). A possible exception of receiving 2 in a row would be if the receiver themselves recently buffed someone (perhaps a 'shadow' item can remain in inventory that destructs when the 2nd buff is received).
* a player cannot give the 'rp-xp-cookie' to the same player twice in a row - e.g. they have to give it to 1-2 different players before they re-reward the same one.
* DMs can give a similar 'one-use rp-xp-buff cookie', that works separately from the above system and can exist in inventory as a one-use item (though still only one of these at a time) for players to use - as a rare reward for exceptional RP observed from the players.
Anyway, I'd better stop before this becomes too elaborate to the point of scary to any developer who might even slightly contemplate picking this up. Properly balanced though, I think it could provide a considerable incentive for greater focus on RP on the server.
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On other points expressed here - I would prefer the complete removal of RP-xp cap or keeping it only in the outskirts and surrounding areas - certainly not entire Barovia.
I also like the introduction of buffed (as opposed to nerfed) rp-xp areas, such as the Drain, the dungeons, perhaps even Miner's Merriment and a few other strategically-selected places.
It could also be an idea to coincide temporary rp-xp area buffs with player-run events, such as tournaments, theatre performances, celebrations, executions, auctions etc. It might be too much of a pain to implement properly, but can't help liking the idea.
Lastly, on the topic of making the night more scary - yes it would be nice to have DMs dropping stronger mods to spread random terror, but even more interesting would be a group of AMPCs terrorising the outskirts, who would be much harder to bring down even by higher-levels, give them a bit of story and a complex agenda and a way to un-corpse if they are not vampires and things can get terrifyingly interesting.