Yeah, the creation of the Kran certainly shows utter complexity and long-time planning, which may in turn allow Talad to grant them with as much complex feelings as love. A'yup.
I've thought about this many times. The only plausible way to make the quest system not have multiple people go on the exact same dangerous and epic quests is to limit quests to Harn needing ore, wanting apples and such things.
Replace the idiotic character progression system. From that point make rogues at least semi-dangerous for
everyone; grouping and body-guarding more important.
Replace quest system. Make it that dialogues don't cause any problems
at all.
If grouping is important and dialogues don't take long enough to have groups disband, you can limit amount of quests and introduce this:
Create several functions (or however you call this in c++)
These should revolve around:
- Randomised rumours available for an NPC, with certain variables influencing outcome of randomising, depending on the assumed personality of the NPC. To fill up gaps (variables) in this function, introduce a sub-function:
- Quest randomiser. If quest is activated, associate it with certain location, perhaps create random names for NPCs that play the role of antagonists or key figures in a quest.
- Personality randomiser. Make the antagonists vary in personalities. This doesn't have to be complex. His level of reaction to words? His focus on warfare? This will promote variety in groups. So maybe you have six warriors within your party, but what if the antagonist and his five henchmen are just as, if not more, skilled in combat? Perhaps a charismatic character that can intimidate the opponent, or in any way plant a seed of doubt, will sway the situation to your advantage? Or how about a mage? What if he'll bestow confusion upon their feeble minds? Then again, keep in mind the enemy may have a mage on his lead as well. What if he counters the spells you cast? Perhaps it would be a good idea to order a few men to get rid of opponent's mage (or at least engage him with some tank) before introducing your mage?
Step three is introducing all this randomising to the characters. The current system doesn't support this in any way, but it's actually very easy to change. Easier than all the above stuff for sure.
No doubt, it would be quite the ambitious project. However, nowhere near as ambitious as the NPC dialogue system that the devs support.