What things, mechanics, elements from pen and paper rpgs would you like to see in crpgs?
I would like to see some games that are not focused on one main storyline/metaplot at all. Instead they would offer more smaller, separate stories/adventures and plots. I don't mean fetch quests and fillers. I think about self-contained adventures/quests/stories of various length available in the game world that could be triggered/gathered/acquired in different ways by the player or party.
I miss this great feeling of traveling and waiting for some event (could be anything from specific encountered situation or typical mercenary job contract to just some dialogue or gossip in the tavern) that usually happens on the road or in the tavern and leads to a new adventure that most of the time is not directly related to anything from the past. Off course some of them could be related and some of them could lead to another ones (you finish something and there is a hook to something new) but it's not necessary at all.
There could be some kind of *smart* system that takes care of the intensity of new hooks and offerings so the player won't be overwhelmed with too much story stuff at the same time. In pen and paper rpg this is usually handled by GM.