Hello guys,
I have always disliked how typical RPGs deal with NPC reactions. Usually, their biases are polarized toward the player by some predetermined conditions - friendly, neutral or hostile.
In real life things are a lot more sophisticated. As Deliverance goes for realism and it is also early in development, maybe we can shake the NPC behavior a bid to make it more humane.
For example - in most RPGs, a hostile character attacks the player by default, with no good or logical reason to do so. Just because it is “bad”. It would be a lot better if the so called “hostile” NPC has an aggresive disposition, but doesn’t attack right away without being provoked.
Imagine the player goes to a bandit camp (no quest involved). Several bandits are there sitting around a camp fire or just relaxing. After seeing Henry, they stand up and surround him. In real life, if Henry doesn’t show aggresion, they probably won’t attack him right away. They will first ask him why he is there and what he wants from them, giving the player a chance to avoid the battle by dialog or by paying a bribe. Or if he is poor and those bandits are in good mood they could simply send him away without hurting him, because he poses no treat and doesn’t have anything to be robbed. All this despite that bandits are “hostile” by default.
With that I mean those NPC should have a stance/disposition as usual, but not so strict as in many other RPGs. Do you understand what I am trying to suggest. What do you say of the idea?