That's why you have certain important quest giving NPCs unkillable by enemies/other NPCs. I still dont see how that "takes a lot of our time".
Ever program before? While actually writing it in, wouldn't take long, potential debugging issues that arrive could literally take weeks to solve. I remember in intro to C++, one of the instructor's favorite games was "Find the semicolon" where he'd hide one extra semicolon somewhere in the program (Sometimes up to 30 pages long), and it would literally break the entire program, the assignment being find the little bugger. It was actually really effective at giving everyone an eye for detail, but it was still as painful as genital electroshock therapy.
But yeah, that idea would be the best choice for everyone. I doubt radiant story was only created as a "Workaround" but even if it was, it's not so bad. Honestly, I like the prospect of being able to kill people I just plain don't like, furthermore, it might make a "Dark Brotherhood" or "Morag Tong" style assassin guild more meaningful, but less intrusive. Instead of NPC's being created simply to be assassinated (Oblivion). I guess what I'm saying is; there's potential for Radiant Story to be used in both bad, and good ways.
Conflicting info. "You can kill everyone." "You can't kill kids."
Doesn't say "Everyone" says "Everyone in a village", maybe there's no kids in a particular village.