From his comments:

I have always believed that fiction is at its best when it is created by the players themselves. The best part of the Trinsic Invasions during the Renaissance publishes wasn\’e2\’80\’99t the stuff we did\’e2\’80\’a6 it was the stuff you did. What I do want, however, is to provide context for the changes and additions to the world, to create an interesting backdrop for all of you to tell your tales in, and to throw the occasional curve ball at you, just to keep you on your toes.

The message board post goes into further detail, describing a theoretical Undead invasion, complete with mongbats. No UO event is complete without mongbats, don’t you agree?

Suddenly, the undead strike! The shrines are under attack by Vampires and another new monster, undead mongbats (ooh, scary!), and other undead and the town criers plead for players to help defend them. Spawners are put in place that allow players to actually defeat the attacks…ie: players affect when the attacks stop based on how actively they fight back.

A new dungeon is created, Vampire crypts. This is where the Vampires spawn once their attacks are defeated and becomes a new Point of Interest for all players to enjoy.

So, unlike the Kobayashi Maru Trinsic scenario, players can actually win an event, without the mystical guiding hand of offseen overworked IGMs. The question remains, though, if OSI can actually carry off an involved, engaging plot. I mean, these are the same people who thought Ultima 9 was a triumph of the storytelling craft. Who created a guy cleverly named “FOA Leader” as the hidden hand behind the Cabal Formerly Known as Zog. And whose idea of a hidden motive force of evil was a leather-clad dominatrix with a henchmen named Lord Snidely Whiplash. Yes, most of the player-generated and interest-volunteer-generated content has been far above the standard set by OSI, but only because the standard up until this point has been so laughably low.

Clearly there’s some work to do. As Origin shifts gears in how they move the metagame behind the game forward, whether they succeed or not depends on how the players – that would be you, boss – react to all of this.