Darlok wrote:
1. You practicly destroy an employment for a character.
2. If this NPC sells potions, even useless, you set minimum prizes and maybe hurt the little cripple we call "Illarion Economy".
If you set these prizes to high, you render this NPC useless.
3. If one gets one, everybody wants one and there is no reason to deny.
Well, I think I disagree about this. Let us have a look at Illarion in general first.
There are almost no NPCs except monsters, animals and some merchants. Two merchants are concentrated at one room in one building in one town of the island. Since ever, this shop was a so called hot spot, a place where player characters met and where roleplaying took place. There are few hot spots on the island, few places where player characters often go due to their normal life.
Now, we have serveral completely useless buildings no one needs nor uses anymore. If I´d name some, people would scream and say, "no, no, it is used by... erm... me once in a month." If I get you right, you want to abandon these buildings or make them "public". I have no problems with that, but that would mean we have to abandon almost every building of the whole wide island, even complete cities.
This cannot be. Diversity is an element that improves fun and gameplay, so I suggest to take another path; the creation of new hot spots out of old places everyone is used to. Let us take the tavern as an example; it is used only during festivals or celebrations, sometimes some characters sit there and talk instead of talking at the millstone. But there is nothing to do there.
If there would be a NPC, what would this change?
1.) More characters would stop by
2.) There is something "new", something interesting and the game becomes more dynamic (for some days or weeks, but this improves motivation a lot)
3.) The non existing PC-bartenders would be without a job; honestly, do we have a bartender character who is on like a NPC could? (I know, Brodi is ... unavaiable)
4.) Eliza´s store would not be the only place on the island where you could buy items
5.) Money would be spend and leave the economic circle; currently, we have too much money and an inflation of gold (gold has no value anymore)
Maybe to your points now:
1. You practicly destroy an employment for a character.
Right. And not right in the same time. No busy tavern -> no bartender (no one sits there for hours waiting for customers but plays another char or leave the tavern instead). So, this job is non existing IMHO. But if there would be a NPC, who says that a PC bartender would be unemployed? If there really would be customers around, maybe those who now lurk at the millstone 24/7, don´t you think that this would improve his chances to play his role? Like, he is the bartender and the NPC is some kind of service crew?
Deserted Tavern -> no need for a PC bartender
Crowdy Tavern -> POSSIBILITY to play a bartender
2. If this NPC sells potions, even useless, you set minimum prizes and maybe hurt the little cripple we call "Illarion Economy".
Again, I say yes and no.
Sure, no one on the island would buy the goods the NPC sells from other players for more gold. And those who specialized in selling beer (anyone knows a char who plays a brewer?! Not me.) will be pissed and maybe loose their motivation. But now, there is this point I totally disagree; the economy will not suffer from this, I think the opposite holds true. Currently, we have the following state: Everyone has everything and everyone is rich as hell, so he can buy the things he needs. Beer and wine are completely useless items, a waste of gold (do not argue with a dwarf about that). Stuff is created to sell it for a laughable prize to Eliza to have more gold no one really needs. So, excuse me, but the economy is totally messed up right now.
So, a NPC who sells useless things will take money out of the system and so improve our system. It will become more dynamic, because less gold means more work and more chances to interact. The other case would be that the char buys no beer, sits around at the millstone and stares bored into the air. He´d have the chance to go to the tavern, buy a beer and then stare bored into the air. The difference is that he spend money instead of horting it in his depot.
Even quests could be realized by such an NPC; so, he could run out of beer and buys hops and such, the players would have something to do instead of sitting around. You could make some money in this manner you can spend afterwards in the tavern. But this has nothing to do with the economy, it just offers new possibilities for roleplaying.
3. If one gets one, everybody wants one and there is no reason to deny.
Once again, yes and nay. You mean, if Tialdin (as the current char in charge of the tavern) gets one, Nilo (or whoever from the farmers) wants one too. Right, this might be a problem, so I´d say that these NPC´s will be no "property" of a certain character or even player. They are just there and basta. And, honestly, if the GMs say "no", I think players should accept this and again basta.
And... what would be so wrong about having more NPCs? I know, Illarion is a special game and nothing should be done what works out fine with other games, but well, I think this time we should have a look at other games.
Now back to my general thought; not caring about the places where NPCs will be placed, these places will be hot spots. Now, by creating these hot spots, you add some spice to the game, characters would have to walk across the island to reach these places and there would be much more dynamic in the game (still having characters in mind standing dull around the millstones).
Now let us think about a variation of all this; we have Eliza and Sam. Now let us cut Eliza and Sam to pieces and throw them to various regions of the island. What would this mean? Some items could be bought at a certain merchant let´s say in Greenbriar, others in Silverbrand, others at the Eldan Monastery. Now what would happen? The characters who need these items could try to buy at local, PC merchants (what we all want, eh?) or could take the long trip, with having lots of chances to get ambushed, get lost in the forest, meeting a faerie, encountering monsters and so on. A dynamic state instead of just walking to Eliza and selling ones stuff. On the other hand, when only certain NPC merchants buy things, we have almost the same state; first, you would try to sell to PC merchants or you´d go to the merchant of your choice. But to sell various items, you´d have to cross the whole island, and maybe you are not keen to do that. So, you 1) specialize in certain items you want to craft and sell (no I can do everything myself-chars anymore) or 2) sell your stuff to PC-merchants anyway (what we want once again).
Well, a long text with few real points, so here comes my summary:
Creation of hot spots improves game play, fun and the economy.
Sorry for spelling errors and such, I hope you forgive me
