>>716532864I mean I've got a while thesis for this game of mine. Basically there would be no quests, and the world would just be hyper reactive to whatever you do.
Lets say you're trying to power level your hunting skill and make a bunch of money, so you go into the woods and kill as many deer as you can to skin them and sell the skins and meat and bones back in town.
But as a consequence you cratered the population of deer in the area. Now the wolves have nothing to eat, an start wandering into towns and villages looking for livestock or people alone.
Now the crown is paying a bounty in the area for wolves, so you go there, kill all the wolves, and wipe out the threat for some money and more skins and meat to sell.
But now the forest is empty of all but the biggest and meanest creatures, and supernatural creatures springing up, like werewolves, which cause more problems.
I think the idea came when I was playing skyrim, where eventually I just walked from city to city, clearing out every vendor of coins, buying every alchemy supply available, turning those into potions worth thousands of coins.
And when I realized I had like half a million gold coins in my pocket. And really, in that kind of setting, I should be carrying around MOST of the coins in circulation.