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like where is the conclave , main merchants etc...
in lots of crpg the early quests help the player to get is bearings .
i think it's a good thing to have a few old classic quest like the rats tavern elimination quest .
- include snippets of lore, so they player can have a bigger picture of the world, but not necessarily lose vital info if the quest is not done.
- easy money... :-D
In the Witcher 3 it was done a lot with his Witcher senses (tracking monsters, picking up on sounds, general clue following), rather than a character just outright telling you where/what to do. It turns into a find out as you go.
You already have an element of that in with the searching for lairs.
If you want to be blunt about it, grunt/mundane job type work is a good way to have it in. It's introductory early on, and always available if the player falls on hard luck.
The system would track undiscovered potential nexi of interests and the greater the association of a particular nexus with the interest of the player based on skill levels the more probability there is to spawn an appopriate fedex quest to get the player to a location that might interest them.
So for example, if I spend a lot of time working on my fire magic skill reflected in the skill level I've achieved and there is a nearby town with a mage shop with a bunch of fire magic related books, there is a chance that a fedex quest spawns to get me to discover that town.
Add in a variable that somehow measures player interest in fedex quests. So every time I turn down a fedex quest, the system tracks that and reduces the probability that one will spawn in the future. Every time I accept a fedex quest, the value rises (up to a maximum possible value) with a greater chance of future fedex quests spawning.
This way the simulation tracks the things that interest me as a player, and responds like a DM to take me to those things that interest me.
I like how you tied it in to what at GM is (or should be) doing.
I think i'd have to be very close to finished the game before attempting to implement something like this. But I think you have a great idea on how to use analytics/metrics to drive player enjoyment, something rarely done.