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NPC economy as gameplay

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Use the concept of a NPC economy, a network of NPC producers and suppliers connected by supply chains to deliver narrative and rewards. Build the narrative of this economy on the following premises.

The Magical force consists of a field that permeates Tyrian reality binding it together via force carrier particles that contain the premise of will power and respond to will power, allowing will power to shape reality. Magical items would be analogous to batteries with the bare minimum of will power and all Tyrians that possess will power independent from the will power offered by magic would be analogous to a battery capable of writing poetry.

Magical affinity would describe the potential of an item or person to use magic to influence reality. Magical affinity affects what any Tyrian can craft. Our PC possesses magical affinity at the highest percentile of Tyrians. That translates as being easy for the PC to craft powerful magical weapons that can cut beings with near supreme magical affinity and hard for our PC to craft a chair to sit in. That chair will be magical and have an agenda. An NPC with low magical affinity couldn't craft a powerful weapon but could craft a chair that didn't make iron underwear a good idea.

If we approach each NPC as a node in the market network, then it would be difficult to add a wrong node. There is a lot of narrative freedom and potential to tell compelling stories. How the player interacts with the NPC economy would be a challenging thing to get right, since it requires monetization.

Under the conditions I describe above, I don't know if NPCs with low magical affinity could peg their currency to a resource that our PCs could produce at an exceptional rate, potentially distorting the NPC economy with hyperinflation. An effective way for the NPC economy to mitigate the risk from PCs while still benefiting from PCs would be to offer their products for either the PCs currency (gold) or their own at an exchange rate that gets higher as the PC attempts to use more of the NPCs unique currency.

Example: an item costs 100 gold or 99 gold and 1 wingle, 98 gold and 3 wingles, 97 gold and 5 wingles

What to use this premise for...anything.

Player housing for instance. The PC crafts powerful magical items such as armor, the NPCs craft displays for that armor.

One of the best ways to deliver wingles is as a reward for events that narrate securing and protecting supply and trade routes.

This idea could also make possible to reintroduce Season 1 concepts of watching the world live and grow. A LW zone would have a beginning state and a mature state that is set when a new zone is released.

For example:

PCs apply force to the NPC economy, that force is translated by the NPC economy into zone evolution. The forts in Silver Waste would be slightly different at the end of the episode.

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How to price multiple units of the same item is an issue and simply not offering that type of an item would severely impact narrative potential.

If the exchange rate is calculated uniquely for each vendor page, it would allow each vendor to offer a unique approach to pricing that could include a recipe for enhance currency.

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Tyria is a brilliant analog for the company town. Tyria is a brilliant analog for the indelible complicity of the symbiotic organism as it cultivates being more than and other than the sum of the parts. We can always deserve our symbiotic organism.

The trolley finds the place best described by violence. The Tyrian hero follows a path through the switch, uses the switch, outruns the trolley and occupies the place described so eloquently by the trolley until no one is there. Failing this, if one other remains, the Tyrian hero offers company. A Tyrian hero's story describes a delicate use of power. Using a trade floor, less capable Tyrians cultivate as the may the transportation system. The trajectory of the Tyrian hero and of the Tyrian price gouger are parallel in that they are both headed for the same narrowly defined place. Where the hero first finds the least capable, the price gouger first finds the most capable. They compete while simultaneously applying resonate leverage tempering grim reality.

There is a case for wingles as karma. The karma market is an extent NPC economy. If we leave the extent vendors as is and create a duplicate curated collection of their goods at a hub, we can use distance to begin describing the emphasis a gold to karma exchange rate puts on duplicate purchases. Extent karma vendors would continue to produce duplicates easily,, while post transformation karma vendors using an exchange rate would negotiate duplicate purchases uniquely. As well, if the creation of a hub is desired, the extent supply offers tremendous potential to fuel the transformation and may force the studio to accept and celebrate their ability to put at least one thing out of reach. I could point to the mountain of extent karma, describe it as a method of reaching for the studio's ultimate power to create and the studio would need to say nothing except, "Watch this."

The Mystic Forge is a brilliant way to cultivate risk and intrigue. The evolution of recipes and material type responds brilliantly to the MF.

Cultivating risk and intrigue in work, thereby encouraging evolution of working, requires something other than the Mystic Forge. Skill and ability cultivates risky and intriguing work. A recipe and material matrix that evolves with activities and adventures would nurture the evolution of Tyrian work.

A thread of mostly one person is place and I am awkward enough to confidently describe that place. Thank you.

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