Better Quests Continued...
Dynamic Quests.
Quests should be determined by the needs of the people in a particular area. Merchants should give out quests based on what they need for there industry. Armor smiths should ask for specific leathers, based on demand and his ability to supply. If the supply of leathers outstrips demand, then the rewards and payment for those leathers should drop. If demand is high and his ability to produce the leathers is too low, he should offer quests for crafters to help him make the items using his raw materials ( perhaps teaching them new techniques in the process).
All quests should have a reasonable time limit unless they are standing offers ( such as "kill bandits"). If the leatherworker no longer needs small hides, but needs bones. and some one from a couple weeks ago brings him leather, he should not give the same rewards. Sure he'll take them off his hands but not at what he offered before. The vendor may have a new quest where he needs help guarding the caravan that is going to take his wares to other markets, or he may need the PCs to do deliveries, etc.
This all will go a long way in making the players feel like they really are an active part in the world, as well as providing tools to balance the economy. It is very reasonable for a player to "play the markets" and purchase a large group of X item in area A, transport them to area B and sell them for big profit. They should even be able to hire an NPC caravan to transport a huge number of goods. They would have to deal with the possibilities of bandit raids, or hostile foreign powers, but hey, that's what guild mates and friends are for right? It should even be possible for the PC merchant to offer up in game cash to fun a dynamic quest offered to the adventures guild. This would get groups from outside your social circle to guard your caravan. They would be rewarded with cash and experience. This would be a good money sink to help pull cash out of the system if needed.
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