I’d love to suggest a new interactive feature for the game, a pawn shop system with player-NPC interactions and ethical gameplay paths.
Core Concept: The player would run a pawn shop where NPCs approach to buy, sell, or pawn items. This interaction would function similarly to exploration, using energy to perform transactions. The system encourages strategic choices, moral decisions, and offers deeper immersion.
How It Works:
Players begin with 5 item slots in their pawn shop.
NPCs can ask to buy, sell, or pawn items.
Pawning: If an item is pawned, it can’t be sold unless the player wants to negatively affect their reputation.
Items are existing in-game items (e.g. crops, tools, rings) and don’t enter the player's inventory, just the shop interface.
Reputation System: The player's choices affect how NPCs see them, with 3 possible paths:
Criminal: Frequently buys/sells fake or bad items knowingly.
Beginner: Gets scammed or makes poor deals as often as good ones.
Master: Rarely or never deals in bad items; earns trust and better offers.
Example Scenario:
An NPC offers to sell carrots worth 10 silver.
You can offer 7 silver (fair) or try to scam them with 3 silver.
The NPC might accept or reject; you can adjust your offer after refusals.
Selling pawned items before the deadline or discarding them negatively impacts your standing.
Advanced Features:
Perks/Upgrades:
Discerning Eye: Identify quality/fake items more easily.
Charisma: Increase sell prices or lower buy prices without impacting reputation.
Dynamic Events:
Crop drought: Increases vegetable prices.
Iron shortage: Raises value of metal items like rings.
Progression:
Use silver earned to upgrade the shop:
More item slots
More energy for daily transactions
Promotion better offers
Why This Matters: This system adds layers of depth, choice, and replayability, encouraging players to think like true shopkeepers and make meaningful ethical and economic decisions.