I think we\'ll see more people gravitate towards \"living\" if it can be made challenging and fun. A few of the reasons that combat is \"fun\" is because
a) You\'re not allowed to do it in real life.
b) There is a certain element of risk involved - Killing fluffy bunnies gets boring if your character can do it without having to worry about any consequence
c) In most \"RPGs\", combat gets you experience, which mysteriously makes you better at everything. Thankfully this misfeature won\'t be dominant in PS.
d) Fun combat usually involves active evaluation of the situation and decision making.
If brewing beer involves standing around waiting to see if you \"succeed\" or not, you won\'t have many people interested. However, if brewing beer involves finding suppliers of quality ingredients, finding good brewing conditions, and choosing the characteristics of the beer you want to make and then letting you do something else (like run your tavern, talk to people) while it brews over some time period, that\'s much more appealing, especially to \"strategic\" thinkers.
Now, all this can be roleplayed (i.e. /me brews a beer, /me serves a beer) but having in-game constructs to support and encourage this for people who like to have \"real\" in-game results would be a big bonus.
And a lot of work
