And now things get complicated.
I want the answer given by the party initially to have some sort of consequence somewhere in Kron, so it's almost certain that the NPCs will all have different reactions to the party depending on what answer they gave.
On top of this is the nurse. I feel that she will be in a bar or something along those lines, unwinding after a hard day of work. The party should convince her that they know a little about medicine, and want to help. I still need to figure out how that works exactly.
Things to do:
1: Figure out how many NPCs there are.
2: Assign consequences to them based on the possible responses.
3:Also utilise the trust variable in some way, making the whole thing that much more complicated.
Additionally, I've figured out a cool trick. If the player does insist on opening chests he finds, then the trust value will drop. It can be pushed up in various ways, but that sort of activity won't help matters along all that much.
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