I once had something like this that I'd sketched out for a Tabletop RPG. These are the things that ended up closest to the style you mentioned: Bodyguarding Mining/Digging Hunting Dance/Music Potion-brewing/Cooking Carpentry Mail delivery Racing Stealth Watchtower duty Hiking/survival Library Work Etiquette/composure Petsitting Hope some of those those help; not sure if you want to implement them as minigames, journeys to get ingredients, or something else. As for an idea I've been musing myself: I've been thinking of making a game where everything's based on money. Your special attacks burn cash, not MP. (Either the characters physically use cash in their attacks, or pay for brief help) Rather than gathering EXP, you buy things to buff yourself up. Think Pokemon's Rare Candies and vitamins, or River City Ransom's burger/tea shops. (Lore-wise, this would be either food or exercise classes). Similarly, you have to purchase martial arts books to learn new techniques. All party members are available from the start, but you can only hire them for limited time spurts. Sometimes they'll accept flat rate; sometimes they'll want a cut of your profits on a given level; sometimes with an optional sidequest to remove that cost. Similarly, while many areas are accessible to begin with, you either have to pay for a taxi or plane to reach them; or you need to save up to upgrade your vehicle. Escaping becomes easier if you bribe your opponents The story may involve saving up for an important MacGuffin; gathering cash for a ransom; or trying to repay a debt My thinking is thus: you already pay for items and equipment, why not just cut out the middleman? Thematically, it also lightly mocks greed-driven mindsets; jokingly implying that a truly realistic RPG simulation revolves not around abstract things like levels, but real solid things, like bank accounts. It'd also challenge players to make tough decisions: buying that sword COULD really help, but it could also set you back from your end goal, or cost you a party member... And is it really a good idea to buy a permanent pass to that dungeon, or is a single trip all you need? I've seen Yanfly's Skill Cost manager, so I know parts of this won't be too hard to implement, at least. Would this work out? Could this be reasonably balanced, or would it just make any viable tactics too costly?