chase02 wrote:I like not having puppet NPCs ruining my game experience. XD
My idea is a "shadow society" where NPCs would mimic the behavior of the PCs so that they would always remain approximately on the same level of development. If PCs are hunter-gatherers then NPCs would be too. If PCs start farming and building cottages then NPCs would soon follow suite.
NPCs could be used as work force or soldiers but they might switch sides if the other party offers them more. Sure they would have loyalty up to a point, resisting change, but they wouldn't tolerate for example slavery indefinitely if there is a way out. PCs could drive away or attract NPCs based on how they treat them. They could have a town that is "pure" and doesn't have any NPCs, but that would be likely to lead into trouble if a group reinforced with NPC soldiers happened to attack. PCs could specify how high they value items and NPCs would start respecting and wanting the same items and resources. That way there wouldn't need to be a built in monetary unit, it would all be relative.