I can hardly imagine it would.
So the basic premise is that we initiate a somewhat formal race-class-region based system to replace the current disorganized faction-based one.
A person picks a race, which comes with a set of skills and equipment, then they migrate to a favored starting region and build a single community there. I figure three factions with greatly varying doctrines would be enough at first, and if we get more players later on we can divide them further. Each race will either live among the others or dependently if it suits them.
The North Holds: Cold and harsh lands to the far north, a place of hardy Nords, druidic Wood Elves, and mighty Stone Dwarf Holds.
The Middle Realms: Temperate forested realms between the north and south extremes, a realm of mercantile Humans, High-Elven courts, and Stone Dwarven Communities.
The South Lands: Arid or tropical lands south of the middle lands, an expanse of strong-willed and sly-tongued Men, nomadic Drow, and haughty Hill Dwarves.
Men: Adaptable agrarian folk suited to many walks of life. Lives in villages and favors rule of strong patriarchal leaders. Proficient at all trades to a degree; favors diplomacy well. Sets out with Iron/Stone Sword, Iron/Stone Axe, Leather helmet and chest-plate, bucket, stack of seeds and stone hoe.
Elves: Forest dwelling naturalists who favor art and beauty. Lives in tree-top villages or small collectives among the roots. Proficient at Alchemy, Magic, and Music. Favors rule of matriarchal druids. Sets out with Iron/Stone Sword, Bow and stack of arrows, leather chest-plate and boots, bucket, and stack of saplings.
Dwarves: Mountain and hill living masons and craftsmen who favor courage and hard work over most else. Proficient at Masonry and Enchanting, also talented brewers. Favored ruling body is a council of elders. Sets out with Iron/Stone Sword, Iron/Stone Pickaxe, Chainmail helmet and chest-plate, bucket, and two half-stacks of red and brown mushrooms.