I think the essence of Songweaver's point is that too much player freedom can have a splintering effect on the playerbase from the few top-tier players each deciding to do their own, separate thing. His concern, I assume, is that this may not be ideal when we are still tiny.
Sort of what I'm getting at.
If you don't have a lot of movers-and-shakers, and they have to wait for their RPP to "refill" between big idea characters, that means less big idea characters (or your generally more proactive leaders) in the game at any one time. If they don't have to refill their RPP, because rolling big ideas is based 100% on trust (RPP as tiers, not currency), then that's less of an issue.
So, if you need to limit how much moving and shaking is happening at once, this might be one way to go about it. But if you need all of the moving and shaking that you can get to energize your playerbase and game, then you want those players ALWAYS (or often, at least) rolling big idea characters.
Ask yourself this ... if you could just not play the game for two months to refill your RPP, would you rather do that and get to skip grinding skill levels and play a cool role, or would you jump right into a low RPP role? Answers will vary, but I suspect that a good portion of players might just take a break until their RPP refilled.
I hope that makes sense! Again, I don't think it's a bad idea. I think there may be a better idea, just a step further than this one.
RPP as currency is great. Ideally, RPP races start having cleanly-defined boosts(very small ones--+1 dex +1 wil +1 con for Dwarves, for example, at 3RPP), and 0RPP races can buy boosts to almost equal those(no more than 2, as it says).
The clan stuff is all about locked doors, and dividing the Pbase, and I dislike that...but I think Jaunt's more opposed overall than to that specific. I'd delete the clan-related Stuff, or make it way smaller rooms with no locked doors(or locked doors but no safequit rooms), but...
Overall, I'm okay with it.
I think RPP races and boosts can be a trust thing, without needing a cost. It's the cost that's arbitrary (and may actually have that negative impact on activity for high end players that I mentioned above). I think the boosts are key -- mindless grinding skill levels in the RPI+ Engine is ancient design at this point, and has always sort of been an obstacle to good storytelling and roleplay. The skill boosts encourage lower RPP players to roleplay better, because being able to save future characters grinding time is the absolute best incentive an RPI can offer for good behavior
As far as clan-stuff goes, I'm mostly in agreement there too. While the setting of SOI sort of requires some closed doors, the game can bring players together frequently by designing reasons for them to come together and work together (trade, shared crafting space, automated events, a more dynamic wilderness threat, etc).
I think we're getting into a different subject now, but the only real way to make shared space incentives work is to give all groups mechanically equal access to tools and opportunities to sell/buy/etc. The biggest closed door in SOI's design has always been restricted licenses, Fellowships, promoting one clan and suppressing another.
Incentives = good design. Punishment = bad design.