Npc Shopkeeper -

You sell him twenty-three dirty skulls, a stack of iron daggers, and a stolen painting. He pays you gold. You buy fifty health potions. You leave.

In a realistic economy, the shopkeeper should recoil. "Why are you bringing me a bloody iron helmet? I sell cheese. Get out." Instead, they accept everything. They have infinite liquidity and zero quality control. This blind acceptance is a necessary evil of game design, but it strips the character of agency. It turns them into a hoarding algorithm rather than a person. npc shopkeeper

Here’s a creative write-up for an , written in a style suitable for a game design document, TTRPG supplement, or flavor text in a video game. You sell him twenty-three dirty skulls, a stack