>>3857597
not really 'just' time sensitive, I want failing quests to actually affect how npc's perceive my character, sorta like a rep system. Daggerfall only had touches of this, with quests failed reducing your reputation with whoever you did the quest for, guilds especially. If you do, you tend to get ignored for a bit, or given dog shit quests. One thing I fucking abhore in games is when you have a quest that can never time out, you can ONLY succeed and not 'fail' in, and even if you can fail, it doesn't actually matter. Basically, DND style questing where if I fuck up, and fuck up bad enough, I could basically soft lock myself out of something, because that should be the consequences for fucking up. See the skyrim thieves guild intro quest for the worst possible example of how 'consequences' for player actions can be handled.