I wanted to toss out a few random ideas for little non-combat or town systems community intended to reward people for working together.
Have playhouses trigger a scripted play if there are a sufficient number of player characters sitting in them.
cooperative harvesting sites: like a champ spawn for harvesters - instead of miners/lumberjacks/fishermen harvesting out an area faster, have zones which replenish and escalate in value if there are multiple harvesters present (with some token creatures to dodge to deter scripting).
messenger quests: the quest names a random player character logged in. If you find them, you complete the quest (and both finder and found character get a reward). BOD-like timer.
quest-spawns: treat quest-givers across a city like a champ spawns - offer a variety of quests and when a quest is completed, it despawns ... if enough quests are completed in a span of time, new tiers of quest-givers will spawn until the ultimate quest appears.
Rare-spawning NPCs (eg: merchants with a small collection of unusual wares) that pop up only if there is a critical mass of people in a town.
Celebration gold sinks (for X million gold, spawns temporary decorations and criers/revelers around the town along; buyer gets a commemorative plate inscribed with their name, the date and the occasion)
Music tracks that spawn only if enough different bards play in an area.
Murder mystery events! A little logic-puzzle game of clue spawns - everyone in town gets a quest item with a clue dropped in their pack (more people = more complexity of the puzzle, forensics skills might give you multiple clues). Trade clues with other players in town and each person can make one guess about the location/weapon/motive/murder (clues vanish if you leave town).
Temporary community collections: mini collection spawns in guild halls where points are accumulated like damage to a boss, determining "looting rights" when the collection is completed.
Just some food for thought. Thank you for your time
Have playhouses trigger a scripted play if there are a sufficient number of player characters sitting in them.
cooperative harvesting sites: like a champ spawn for harvesters - instead of miners/lumberjacks/fishermen harvesting out an area faster, have zones which replenish and escalate in value if there are multiple harvesters present (with some token creatures to dodge to deter scripting).
messenger quests: the quest names a random player character logged in. If you find them, you complete the quest (and both finder and found character get a reward). BOD-like timer.
quest-spawns: treat quest-givers across a city like a champ spawns - offer a variety of quests and when a quest is completed, it despawns ... if enough quests are completed in a span of time, new tiers of quest-givers will spawn until the ultimate quest appears.
Rare-spawning NPCs (eg: merchants with a small collection of unusual wares) that pop up only if there is a critical mass of people in a town.
Celebration gold sinks (for X million gold, spawns temporary decorations and criers/revelers around the town along; buyer gets a commemorative plate inscribed with their name, the date and the occasion)
Music tracks that spawn only if enough different bards play in an area.
Murder mystery events! A little logic-puzzle game of clue spawns - everyone in town gets a quest item with a clue dropped in their pack (more people = more complexity of the puzzle, forensics skills might give you multiple clues). Trade clues with other players in town and each person can make one guess about the location/weapon/motive/murder (clues vanish if you leave town).
Temporary community collections: mini collection spawns in guild halls where points are accumulated like damage to a boss, determining "looting rights" when the collection is completed.
Just some food for thought. Thank you for your time