Just two scenes where you are asked by your mafia boss to assassinate a rival gang member, and another where you might end up killing someone during a bank robbery
If you're thinking about killing a specific NPC, I can add that with the next version, if you want?
Ya, having the ability to murder/steal/commit crime against specific people would help add to more personal story telling.
Especially if you add the chance of other NPC's being allowed to do the same.
There should be more "bad" things or "consequences" that can happen to the player. Like if you cheat with some guys wife, that guy can come beat you up or kill you based on say a "mental health" stat or something, as well as muscle mass.
Or for the player, if you get cheated on, instead of being a cuck, you can go full OJ and give them the juice, the juice of justice. By killing both your cheating partner and their lover. The drama that can unfold would be neat.
Also more interpersonal event development would be nice? For example you go from hardly knowing someone, to you becoming more chummy then they have a serious talk about something and you get to know them (yes these will just be basic template stuff like "my wife cheated on me" or "I have no friends" or something, but the goal is to build some kind of character).
The goal would be to expand on the characters and give events to help build the individual NPC's granted it would be semi randomly generated from a few templates like the ones listed above, but it would mainly act as a foundation.
The goal would be to eventually have NPC's and players react depending on different systems. Like maybe the guy who lost his wife is lonely and is eyeing your wife and that leads to drama, which leads to a crime of passion? Stuff like that.
That would play out in the background by having NPC 1 have the template of dead spouse, mental health= low, and player being willing to commit crime. Stuff like that, where different systems coalesce.
The other thing that would help is if the player had control over interactions with people such as dialogue choices while hanging out. For example as the player hangs out with the buddy/friend, they have an option to "talk"
This option then starts an event where the player can ask generic questions like
-you married?
-have kids?
-what do you do for a living?
Then the closer you become with them you unlock second "tiers"
- you married?
yes
- can I meet them?
yes/no depending on closeness
or open up new options like
- Hey why not come over to my house some time for a cookout?
A main objective to add this would be to allow other ways to "learn" or "discover" new people or relatives of people.
Stuff like that. Which in turn can lead to more drama or character building, depending on what the player wants.
Scenario example.
You get close with someone, you are single, they have a spouse, you invite them over, you get to know the spouse. You decide you want to cuck the "friend" and make moves to do so, start hanging out with just the spouse (add a jealousy stat to add a level of difficulty to this, maybe the "friend tries stopping the two of you hanging out solo so much), invite them over again. Maybe spike the drink of the "friend" then bang the spouse while they are passed out infront of them for hardcore taboo stuff.
Just thoughts on how different base systems can be played with to create new systems or results.