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An in depth look at the capabilities of an Intelligent NPC
Let's take a look at a fairly generic NPC, Bob, and see how even he can be fairly nuanced thanks to the context of the world he has.
As you can see, Bob doesn't have a lot going on for him - he's a simple man. Let's ask him about himself - we've selected our token, and targeted his:
Bob knows who is talking to him thanks to the public summary & appearance fields, but doesn't know anything else other than what we've told him
Bob doesn't have a lot of strong story guidance, and so improvises off of the info he's given, deciding that he's heard about this problem, but it hasn't impacted him.
Bob forms his own memories over time, and he's decided to remember our quest, and his offer to help
As GM, we can direct Bob to give Cody a sidequest while we're here - the GM targets Bob, then sends a GM-only message /gm Offer Cody 100 gold if he can help drive off some giant crows from your farm
Bob can choose who he talks to, and when he's done talking to them. In the last screenshot we saw him talk to Cody as requested - let's tell her, another Intelligent NPC, to ask about his day.
Here we can see Bob shares with her about his encounter with Cody, the help he requested, and because both of them share a memory of going to market together, they talk a bit about it. Bob then ends the conversation when he's done with dinner - he's got work to do!
Bob and Jane both know where they are - and it's not a place they feel great about
Let's put them someplace where they feel more at home (and reset their memories, so they aren't surprised by the change in locale) - their farm!
There you have it - even simple Bob can have quite complex interactions because he has context about who he is, who he's talking to, and where he is.