Do not look here said:
I don't really get your point, though. M&B games can last in-game years, how would you supply players with hundreds of unique quests that also wouldn't feel awkward? I mean all those wacky adventures may fit an RPG Chosen One, but down-to-Earth supply village with this or that or helping local merchants is more in spirit of being just a part of the world.
And then what you suggested doesn't even seem like valid alternative for quests, i.e. gaining respect for small favours. It's more like little events to immerse player and, sure, having something like that would be cool, but those two things don't have much in common.
*A Man approaches you\your band;
** He asks you for help with $job:
$Job:
Find my $item
Bring X to me
Bring me to X
kill me(like the Umbra Sword quest from Morrowind)
Kill X
Make me a sandwich...
**He is a $Role from the nearest $Location of $LocationName
$Role:
Runner(default), Troop, other...
$Location:
Village, Castle, City, Bandit camp, other...
$LocationName:
Responding to the location type.
***He alerts you of a $condition in his $Location - It would appear that a $NpcClass affiliated to the $FactionName have arrived in $LocationName,
$NpcClass: Noble, Knight, Preacher, inquisitor, Guild Representative, Warlord, other...
$FactionName: Do I really need to fill this one too?
****The $NpcClass have declared $LocalEvent
$LocalEvent:
Festivities - Positive effect on the variety of commodities in the market.
an Ultimatum - $LocationName will provide service \ payment \ goods \ slaves or be pillaged (like when you meet a farmer in an inn but with more options)
A Bounty - Catch a target and get gold, if player is the target that the options might be something like - kill the $roll to silence him(95% to evade detection)\Buy his silence(30% chance to evade+$LocationName's relations with the player - with a favor of 60 in that village evasion chances are 90%)\Buy his silence with threats(Costs Honor instead of gold, same calculation and negative effect to future relations with $LocationName)
It's basic at best but this is what I write down when I'm not getting paid for my keyboard time so i'll stop here.
I see a lot of game devs going into the murky realm of procedural quest generation and I have yet to see a good render of it, usually things sum up to be a rather dull repetition and it would disappoint me to see that Bannerlord design process culminates to a
repetitive procedural grinding simulator.
I hope I gave you an idea about that notion with these ramblings of mine...
Thanks for asking.