
The biggest obstacle is often finding like-minded role-players to indulge in grand tales of adventure involving meaningful consequences and genuine character depth. In my experience a significant chunk of role-players in MMO's are content to indulge in 'tavern' and 'romance' role-play whilst very rarely touching upon anything else.
Not that there's anything wrong with that sort of role-play, it's just a shame that it's so prominent and that the role-players who are up for grander plots are frigid to those outside their little groups or simply think far too highly of themselves to make interaction with them enjoyable.
Personally I've always made it a point to develop my characters in such a way as to leave them open to being injured or killed; especially if I feel as though their core tale has been told.
Not that there's anything wrong with that sort of role-play, it's just a shame that it's so prominent and that the role-players who are up for grander plots are frigid to those outside their little groups or simply think far too highly of themselves to make interaction with them enjoyable.
Personally I've always made it a point to develop my characters in such a way as to leave them open to being injured or killed; especially if I feel as though their core tale has been told.