I only recently found out about the Gnoll Watchtower PoI, and did not know about Marrent's quest until my second or third character.
A player-friendly world is an accessible world, and after the sometimes daunting task of the character approval process, a player logs into a world where he is left searching for content. There is no motivation there except that which is intrinsic--a desire to better one's self and become part of the world.
Because there's a lot of attention being given to drives to bring in new recruits, ideas to generate interest, PoI flags, and starting areas, I think the general issue of starting out should be addressed.
Personally, I feel that the gap between what veteran players know about starting new characters and what new players know about starting new characters is too great. It has been suggested that many players can rattle off the locations of most of the POI flags, for example, yet this is information not afforded to the new player unless he comes into contact with the veteran player. Not only that, but it is on the veteran player to introduce such things to the new player in most cases, as the new player does not even know to inquire about such structures that can give him an edge in starting out.
There exist guides for crafting recipes here on the forums. There are even stickied guides for starting out. Why not have a guide listing some easily accessible points of interest? Or a guide suggesting what quests are available and where. Don't get me wrong. Veteran players do a great job in showing newer players the ropes and introducing them to the world, a task that promotes RP, but it should not rely solely on the shoulders of veteran players and DM run quests to show new players around. A player-friendly world is an accessible world, and after the sometimes daunting task of the character approval process, a player logs into a world where he is left searching for content. There is no motivation there except that which is intrinsic--a desire to better one's self and become part of the world. That's great, except such motivation can suffer if one's self-efficacy in actually being able to achieve that goal is low.There is a reason I am writing this post instead of just writing a guide for starting players. I am, admittedly, largely unqualified to undertake such a project. I only recently found out about the Gnoll Watchtower PoI, and did not know about Marrent's quest until my second or third character. If anyone is interested in collaborating on such a project, however, let me know. Naturally, I'll also welcome debate on the idea in general. It could also be that I am, myself, just ignorant of such structures and guides already in place and easily accessible, but I tend to think that if I am ignorant of such things, it's likely that someone else who has already left, someone who is just starting, or someone who will come in the future are also ignorant to such guides.
For example, if PoIs are intended to reward and increase exploration behaviors (not considering lore knowledge as a desired outcome), then the locations of said PoIs should be readily accessible. With the locations accessible, the task players have is not to find out that they exist, but to find out where they exist. This can be done in multiple ways. Two that come to mind are: 1) getting veteran players' help in finding these flags (similar to the current system), and 2) encouraging solo exploration by giving players an area for a flag, but not the transitions they need to take there (this pretty much looks like a player trying to use the map of Mistone to find how to get to the Silkwood Forest). While one is certainly much more efficient than the other, the information is still accessible and useful in other ways. This would also allow players to ask more specific questions than just, "How do I make it?" to veteran players.
Honestly, I see no reason why such knowledge shouldn't be painfully apparent considering those structures (like beginning quests) are just set up to help bump those players to a more world-friendly level.