Original Post
How might you level up in an RPG to having guilds / large operations without turning the game into a management sim? I think there's nothing worse than having too much money in an RPG and nothing to spend it on. A key part of the science fiction RPG hybrid I'm working on right now has as its goal the ability to let you expand a single shop or lowly shuttle into a large scale operation across ships and bases. What I'd like to do is sidestep the management headache and loss of RPG focus. Here's how it might work: It's All About The NPCs You can expand as much as you like, but everything depends on a limited pool of NPCs who follow you. They're responsible for whether your property / operation does well, what events you have to attend to, and how big you can grow. You can only have between 3-25 followers total, depending on your skills and character class. The higher the skills of the hireling in things like Leadership, Law, Statecraft and Business, the larger the asset they can manage. The higher their reputation (i.e., experience) the easier time they'll have with semi-random events (see below). Finally, the more money you give to the NPC to manage a ship or base, the more likely they are to succeed and return a profit, with certain factors like their personality, the operation type, their alignment and apparent loyalty all acting as moderating variables. As the network grows, you still are limited to your main followers, who in turn must be promoted to (behind the scenes) manage more followers. If you want more bases / ships, you have to promote the NPCs to a higher rank and group several assets under one NPC. If you promote an NPC above your own rank, however, you must pay them more and over time guard against them losing loyalty and trying to take over the operation. This is done to encourage you to get out and earn rank yourself, but allows an out if you want to sit back and empire build without exposing yourself to risk. Player Still Vital A problem with this idea is that you might grow insignificant at later levels. Here's a possible fix: Semi-random events strike all of your properties periodically. They depend on what the asset is, where it is, and how experienced the NPC leading it is. A super experienced, loyal, perfect NPC running a mining outfit, for instance, hardly ever talks to you but to say, "hey, boss, here's another 50k we made..." Most, however, call you up periodically with either opportunities or problems which create missions. A NPC might call about a syndicate that's pressing them and ask what you want to do; or tell you that if you buy a bunch of raw goods near you they can capitalize on a trade opportunity for a one time quick cash bonus. There would be a wide list of semi-random events, with urgencies and consequences relating directly to the NPC's experience. Early Start This idea is no good if you only get to do it at the end of the game. So you can start this early. You can use probes, automated machinery, fellow shuttle pilots and shopkeepers on stations to form early networks. A shopkeeper, for instance, might enter into a deal to sell rare crystals provided you only sell to her. Build her loyalty, and later she may join you in larger ventures. Banks and loan sharks in the game may lend credit based on your skills and reputation. Banks will set a mission for you to earn X number of credits in Y time. Defaulting could result in anything from bill collector probes occassionally following you around and ruining your reputation to bounty hunters coming to collect your property. Operation of Your Choosing Just by posting NPCs on property you own and making it so that you don't have to micromanage them as much as you would in a full blown tycoon style game, I'm hoping that you can establish an operation of your own choosing. This could be an assassins guild, a research operation dedicated to scavenging for ancient technology, a Babylon 5 style space station, a syndicate or some other corporate network. The important thing is that you don't get to manage the financials. You do get to choose where to expand, based on revenues; who you hire; how you react to the semi-random events; how you handle rivals and alliances; and what operation you get into, with some being more shady or socially desirable than others. If your focus was killing monsters, leveling up and doing missions, hopefully this would not be too much of a wild deviation from that. You could, for instance, establish a refueling and rearming base in the middle of hostile territory, or even a shop to buy and sell your goods so that you didn't have to travel back to civilization. You could import training centers, rec facilities for your crew, etc. Would you play this in an RPG, or would it feel too much like some other game?