Original Post
Given that RPG players live to solve the problems of the land, what are some very negative outcomes a town, colony, city or patch of land could develop that a player would not want to rush to solve? I ask with an idea in mind that to successfully fuse an empire or sim game with an RPG, the natural disintigration of the property the player manages must be something that an RPG player does not want to happen. You don't, for instance, want as a consequences of failure the town to develop an enemy (like a drug dealer or thieves guild operator) that the player will then just go and beat down. If you do, then the player will be encouraged to mismanage the property so that it will develop problems she can solve. Some unpleasant outcomes I can imagine: -Everyone in the town leaves, dies or hates the player (no more missions, story advancement or leveling here) -Enemies arrive that are VERY difficult to counter (being too strong, or well protected, or of a high status, etc) -The story gives you a suboptimal result (as in Fallout, when you accidentally unleash the Brotherhood's thousand year reign) Any more? Are these enough of a deterrent?