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I've seen many suggestions for a mentor system over the years. Gaining and retaining new players is the most important thing for Wurm to survive. From what I've heard, we have enough new players joining, but far too few ever stick around. CA help is the best I've seen in any game so far, but we need to take it to another level. A couple thoughts (may or may not have been suggested before): 1. Make starter towns "living towns". New players start there and see dead towns or no towns at all. I think many have been finally built on Xan, but they are still dead. First thing a new player realizes when they start is "this place sucks. Nobody here. Must leave and go to the wilds or find some other town. I must have chosen the wrong town when I started. I chose the wrong server?" So to fix this early impression of the game, make the starter towns alive! How? Mentors! Mentors are volunteers, who are issued an account with lvl 70 skills and gear. Their job is to live in the starter town, expand it if needed. Rebuild as needed. Add new player housing, etc. Every new player that comes through can stay in the town and be a citizen. This will be a model of all the different "Academy" deeds players created on various servers. On Pristine, the Wurm Academy was what saved me. It was only by chance that I stumbled across it. Mentor accounts are perma-prem. Starter deeds are perma-upkeep. Mentor accounts can't be used for personal gain and have to be respected the same as any GM account would. I personally would love to volunteer to run an account and assist arriving players. 1a. New players have a mentor tab, much like CA Help. In the tab, it shows the mentors for the town as online or offline. Mentors have forum accounts, so they can continue to assist when not in the game. Possibly even give mentors some limited GM powers, to help stuck players, or maybe just a direct link to the GM messaging to ask for help on the new player's behalf. Help priority should always go to the newest players too. I can wait for a day for help, but they will quit if their first day is spent waiting for a GM. 2. Skill sharing (knowledge transfer). Under guidance of a Mentor, the new player can receive benefit of the mentor's skill knowledge, making their own skills temporarily higher and skilling greatly accelerated. The mentor must be within x number of tiles for this to work. This makes great incentive for a new player to stick around and learn the ropes. Also gives them MUCH needed rewards for time spent grinding in the early stages. The more time spent with a mentor, the more likely the new player will be equipped to succeed later on. Mentorship skill sharing and acceleration caps at 30-40 or somewhere in there, or where total skill points reaches a certain level. 3. Complimentary prem for new players within x range of their starter town, up until they reach x number of total skill points. Abuse potential, but this can be fine tuned or disabled if it backfires. When you start out in any new game, the starter town is always so full of vitality and energy. People running all over for quests, merchants, or whatever. We instantly judge a game's popularity by this early impression. The second you step foot in Wurm, it feels like the game is already dead. You have to work hard to find the life. This must change. Everyone of us needs to become an advocate for "Gaining and Retaining", to insure our survival. If you have an idea for the game, think "will this be good for our newest members"? If not, think of ways to make it so.