Once again, Nov, you've gone to both extremes. There is a place for both styles of play 'TDM' and 'RP' (Red and Green). From my point of view, 75% of role play should lead into a TDM. This is because people get bored. Besides, it's a wargame, and wargames have war. The remaining 25% of role play (Green) is usually the peaceful roles like tavern role play and dumb humor.
In order to achieve that...
Rules should only enforce hard, definite actions. An example would be the first PW no-killing zone in the town armoury on Oceania. You either killed someone in the armoury or you didn't, no questions asked. Rules that try to enforce degrees of role play are considerably harder to create without loopholes and are extremely subjective to how the admin thinks things should be done. Such examples include "legitimate reason for war". What constitutes legitimate? Subjective rules leave room for favoritism and unfair enforcement of rules.
There's no need to have solely red or green playstyles, but a mix of both. Oh, the magic you're talking about is this: dumb humor
In order to achieve that...
Rules should only enforce hard, definite actions. An example would be the first PW no-killing zone in the town armoury on Oceania. You either killed someone in the armoury or you didn't, no questions asked. Rules that try to enforce degrees of role play are considerably harder to create without loopholes and are extremely subjective to how the admin thinks things should be done. Such examples include "legitimate reason for war". What constitutes legitimate? Subjective rules leave room for favoritism and unfair enforcement of rules.
There's no need to have solely red or green playstyles, but a mix of both. Oh, the magic you're talking about is this: dumb humor