I think it's safe to assume that most of us players here has been around Anphillia mods of some kind for a long time.
But seeing how server upon server is disappearing, their former players have to go -somewhere-.
If a former RP-server player has lost his/her home, it's safe to assume that this person will look for a new server under RP.
It's also safe to assume that they will sort by number of players online, or not sort at all (default sorting is the name of the server in alphabetical order).
In both cases this server is located in a good spot.
But once the players actually get onto the server, that is where things stop going in our favor - as I see it.
I would think the biggest issue for a new player (after the Journal has been scanned for rules and whatnot) is "-What do I do now?".
The server takes no active measures to help the Anphillia virgin get started.
This seems important now - now more than ever.
Fine, there are some complication with 2da's and stuff, but it's nothing really needed to sink your teeth into right of the bat as a new player.
What seems important is for the mod to approach the player and not vice versa.
Have Nadie or Whats-her-name in Axfell walk towards a new player. Speak a voice string and force a conversation with the player.
In the unlikely event that two new players are created and enter the same side at the same time, one of them will have to talk to the NPC manually.
The greeter has a very very basic quest for the newb; Report to the Captain.
The newb goes to talk to the Captain.
The Captain has a new quest, which the conversation-tree inevitable leads to.
A quest to use a magic item to see if the watersource in the fort has been contaminated by the enemy.
But the Barrack cleric has this tool, so you need to go to her first.
Which is the second quest - find the barracks and the cleric in there.
Once the barrack-cleric has been located, you get a new quest. Use the tool near the fort well. A trigger location and a simple ItemActivate script should fix that.
Once that is done a conversation with yourself pops up and you remind yourself to report back to the barrack cleric with your findings.
Once there you complete that quest and get a new quest - bring the sample from the well to the fort magus for study.
He recives the sample and gives you a new quest; he needs two dozen silver ingots to complete his analysis.
This leads you to the town smith.
And so on until all key places have been introduced.
The quests could all end with the Stolen Necklace-quests.
Seems reasonable that the rewards are enough to make a none-subrace char level 5-6 after doing all the introduction quests.
Anyone of those that find level 40 to be pointless and has gone for a subrace, would end up at level 4-5 after these quests.
All this just to give the new player a form of fast and quick achivement - a place to start and get the ball rolling.
Later on the Captains quests will lead the player to Ranzington (and certain death in Grand Forest since most likely a highlevel player has travelled there spawning all kinds of newbslayers).
Nevertheless, the Anphillia virgin is now in kneedeep and has no choice but to stay - muahahaha!
Just a thought - 1-2 hours work or so might be a well placed investment to get more players to stick around.