Why not? If those jobs are limited and tied to a greater scheme of things.
I feel as I'm constantly being misunderstood.
The bounty hunter game mechanic is right there in Skyrim, it along with other generic quests can be just as slaver, caravan runner or mercenary work could be like.
Some complained against the use of generic tasks brought by the radiant storytelling mechanic and I don't see why.
The bounty hunter thing is from this new mechanic and it's just as pointless and unfleshed out as repeatable caravan runner or slavery or mercenary work is.
Not saying none will have quests to them, all of these jobs can have real quests as well, just that for roleplaying purposes one can continue to work with generic mini quests.
But the generic ones, including the continuous caravan runner job, won't be quests that have unlimited amounts of events, characters and dialogue, it is going to remain somewhat simple.
So the point of that previous post was that: If you're against the use of the radiant storytelling for things like the bounty hunter misc quests in Skyrim then being in favor of these other jobs is hypocritical. Cause that means one is basically "No I don't want that thing that Skyrim has, it's crap, I want this instead, despite that it's basically the same thing in terms of meat on the bone." It seems like biased hate against radiant storytelling simple for being an ES mechanic. I have nothing against ES mechanics if they're helpful for Fallout overall.
I have yet to see any other radiant storytelling apart from the bounty hunting misc quests though, for example, killing X will transfer quest to Y, I don't think they implemented that. Cause I killed a women in Riverwood and her quest should have been turned over to her brother or husband but instead I got "Quest Failed".
Again, if you're against radiant storytelling for these misc quests that can be helpful for roleplaying even if they become repetitive then you shouldn't be in favor of other things in the similar form like Slaver, Merc or Caravan Runner.
Hell, this radiant storytelling mechanic could perhaps even be helpful for the generic repeatable slaver, merc, caravan runner, hitman and bounty hunter jobs.
Now, of course I want real quests, of course I want the focus of money, time and resources to be spent on the important aspects.
But for roleplaying I'd love to have repeatable jobs to take up on, and Radiant Storytelling could help with that.
So that it becomes unpredictable and not always "Okay so you want to be a caravan guard huh? Well we have a caravan going to Blastazoid, Perume and R?ttf?lla" "Is there any other runs?" "No." Then the caravan starts goes the same path to Perume as it did the last 5 times and the same spawn zones will be activated at the same locations.
Okay, recap, my point is that I don't see a problem with radiant storytelling so far, it just needs some polishing, some tweaking and then it could be really helpful for these repeatable jobs, and that being in favor of caravan runner being a repeatable job but being against the radiant storytelling seems hypocritical to me as it could help the job and make it less predictable but instead of welcoming that mechanic it's frowned upon for being an ES mechanic.
Then again, I've only played for 37 hours so I dunno how much else the radiant storytelling does.
And if this post messes up again to make sense then I'm sorry but I'm very tired and I have a headache so I'm not exactly good at connecting the dots here.
[edit]
Lemme try to start over: Yes I am in favor of the radiant storytelling mechanic in Skyrim for repeatable jobs.
But I'm not in favor of random quests taking over instead of well written ones, those are far more important.
[edit 2]
I seriously have a problem with overtyping. @_@
Anyway, this got way too confusing for my current state, I'll check this thread again tomorrow if my head is screwed on right.