Raiders, which are mostly demons, are special. But above all, the defense of towns and sites is a subject for in character discussion, for role-playing. Raiding sea dwellers, bandits, madmen, gremlins, or pirates are good to speculate about. Best of all, Balthazar's demons are the central threat in DG's story. Demon raids and other raids are valuable stimulants to role playing.
On top of that, demons and some other raid combatants differ slightly from other creatures in their occasional drops of special items. This excites Achievers and Killers,* who slice through raids so quickly that others are deprived of participation and the RP opportunities that could result. When a portion of DG's population take a disproportionate part in repelling raids, it follows that the rest of the population is deprived of the RP opportunities.
Extreme achievers and killers lurk raids at the top of each hour, they plant alts there, and they ready their enchanters to teleport. They quickfight through the raids to gain as much as they can. Raids are finished quickly. People who try to fight round by round, for xp or to allow others to also get in some attacks, get run past by the quickfighting lurkers/poised enchanters/planted alts, and are very lucky to get a kill. This discourages us from fighting round by round at all in raids. The rapid defeat of raids discourages people from responding to raids unless they are already very close to the place. The extreme Achievers and Killers don't even stick around to role-play afterwards, so chances are, a role-player will arrive a minute later with the raid done, "defenders" already gone by moving, teleporting, or alt-switching; nothing to talk about, and probably no one to talk with.
Better role-playing would be served by longer-lasting raids at unpredictable locations at unpredictable times, with more people able to participate. As players, we can choose to attack round by round instead of QFing. We can choose to limit ourselves to just one or two kills in a raid, or at least in the first minute of a raid, to give others the chance to get in on them. We can choose to stick around afterwards to try to strike up conversation: boast, make observations, be paranoid, speculate, propose strategy, compliment, complain, pant. I know this will not be read by a majority of DG, let alone heeded by a significant portion of the player population. But it's worth it to me to verbalize and reinforce this point to those who will listen for one reason or another.
*http://www.darkgrimoire.com/bb/viewtopic.php?t=8358&highlight=explore%2A+killer%2A
http://www.darkgrimoire.com/bb/viewtopi ... ocialisers
**Some of this post is a re-hashing of a paragraph I wrote in a Feb 17, 2005 post in the following thread.
http://www.darkgrimoire.com/bb/ftop3883-0.html
Note well, that thread preceded the existence of teleport scrolls, and maybe also enchanters' blue portal spells. But it was also early 2005, when the player population had grown but not nearly as much as now, so the number of people slicing through raids was far less than now.


