(First things first: Sorry about the lack of commas in this post. I’m typing it on my laptop’s internal keyboard in which the comma doesn’t work. Thus I need to use both my imagination and some pretty unwieldy sentence structures.)
Sometimes it’s the act of playing a game that gets one thinking. For example: “Most of this MMORPG’s quests are sensible when given as such… But when several characters are supposed to do them they’re as insensible as the Time Cube.” And that lead to “What would an MMORPG world where the quests and such were sensible be like?”
The first thing I thought of was the meaning of “death”. As both PCs and quest-target NPCs wouldn’t lose anything (or lose just a little bit of exp or money) and would be able to walk and fight again in (at the very most) a matter of hours their “death” would be hardly significant. As such death sentence would be nonexistent or delivered as a form of minor punishment… A little more harsh than a fine. That also means that anyone could threaten to kill anyone and go through with it with very little consequences. Killing someone might also be result of almost any mishap a lot easier and to lot more people than in real life.
Another thing about quests is that how do the same guys always get themselves into the same trouble in the same place? Don’t they ever learn anything? There are a few things that would explain that but I’m not sure how well they’d work. Sheer stupidity and cinematic amnesia would be the easiest ones. The latter could actually be combined to a (semi-)rational explanation to experience loss upon death. That means that every time a character dies or maybe suffers something else mind-shocking they lose a little bit of their memories.
How then would the (less-than-human-sized) monsters would be able to carry human equipment? By eating adventurers? By giving up hints about their secret lair? By digging up stuff? Err… No. To this I can think of no rational explanation. Slightly easier but more boring solution comes to the fact of monsters carrying money: The “cash” is actually some parts of the monsters that are really sold or converted to their value of money or something like that. But as I said that’s boring. More interesting variant might be the game world using monster parts as actual money (as in Kingdom of Loathing).
And yet another thing: How the hell has as big a percentage of that world’s population ended up as adventurers or mercenaries or something like that? I can only guess that there’s not much else to do in the cities. Hmm… Actually… With the consequences of death that low it’s not much of a risk. And that would lead to real world’s “risky” occupations to be in no special position. Including that of the adventurer. And while the adventurer’s income depends almost solely on their ability and activity it would still be quite high.
But where do all those adventurers disappear to when their player logs out or changes character…?