The game: CAVEMAN 3.0 FPSRPG - stone age setting.
NPCs triggering dialog
The concept is basic enough: The player can walk up to an NPC and engage them in dialog. Why can't NPCs do the same? Similar to a courier encounter in Skyrim. But any NPC at any (appropriate) time.
Already in the game, when you encounter friendly cavemen, there is a chance their leader will walk up to you and engage you in dialog. The dialog options they can trigger are similar to talk options in The SIMs or non-quest-specific dialog options as seen in Skyrim, IE exchange news, talk, trade, share maps, get quests, etc. Thieves, bands of thieves, and volunteer potential followers also initiate dialog with the player.
So the idea is when there are friendly cavemen nearby, they may decide to come up to the player and talk to them.
Now...
How often should this happen? Do you want some NPC or another bugging you every hour or so for the latest gossip - or asking you to go bowling? <g>. (GTA)
And its like The SIMs, the player can control a whole band, not just one caveman. Right now, in all encounters where an NPC can initiate dialog, the band member having the encounter automatically stops whatever they were doing (making an arrow, etc). Should a band member stop an action every time someone wants to chat - forcing the player to re-start the action? It seems rather obvious that the game would have to switch to the band member being spoken to, if the player was currently controlling a different band member.
So i'm not sure how often it should happen.
I was thinking that i could display a message saying: <bandmember name>, a caveman wants to talk to you. Do you want to talk? Yes / No.
If they say yes, it would stop their action and switch to that band member (if needed). If they say no, the band member would simply ignore the NPC caveman, perhaps with a slight drop in relations with that NPC.