I was thinking about making a game that uses peer to peer networking. There would be no PvP or trading to minimize the effects of cheating for players that don't want to cheat. I would have a built in system to cheat if a player wanted to. Each player would be responsible for all data relating to them. Stats, hp, items, etc.
NPC spawning and such would be deterministic and should behave the same on all systems, unless a user fiddled with the NPC system, which I no doubt some people would. Not sure what I'd do in that case. Maybe just check to see if the player is in range of certain npcs to apply damage and things to npcs on other users systems.
Making a central server to handle NPCs kinda defeats the purpose of a peer to peer system.
What do you think? Could it work?