Roleplay- I don't want to be nice to all NPCs to help them. I don't want to please a jerk.
So here's an idea. Instead of having the player being the kind savor to every NPC they complete a quest for, they have a subset of attitudes they can take with an NPC and eventually that webs different options toward that NPC and the friends of that NPC.
So lets say we have 5 NPC 3 are friends and 2 are not friends with anyone. The 3 friends all hate the other two. If you say beat rocks to the two non friend NPCs the 3 NPCs unlock and even greater "pal" option where you are just the greatest and they love ya.
However if you displease or even call out any of the actions of those 3 NPCs the 2 non friendly NPCs might suddenly become favorable to you. They might have valid reasons to dislike those jerks.
Creating networks where certain quests are hidden behind these social webs would be very interesting.