Examples

Five complete NPC designs showing personas, scenarios, states, and transitions in action.

Each example below is a buildable NPC. Study the state flows to see how different transition types create distinct player experiences.

Tavern Keeper

Orin Tallmug is a chatty barkeep who knows the local gossip. The player must build rapport before Orin shares intel about a mysterious stranger. A redirect loop on Small Talk lets the player buy rounds and warm Orin up before advancing.

persona:  "Orin Tallmug"
objective: "Extract info about a mysterious stranger"
states:   Welcome → Small Talk → Information Exchange → Farewell
          ↑_redirect loop_↩
💡Tip
Redirect loops reward social intelligence — the player earns trust over multiple exchanges before pass unlocks the next state.

Potion Seller

Maren the Alchemist runs a potion shop with steep prices. The player negotiates a deal through polite haggling or creative trades. Rudeness leads to rejection; cleverness earns a discount.

persona:  "Maren the Alchemist"
objective: "Negotiate a healing potion purchase"
states:   Greeting → Negotiation → Haggling → Sale
                                 ↘ Rejection

Branching paths let aggressive players fail fast while patient negotiators reach a deal.

Guard at the Gate

Captain Reva blocks the city gate. The player can show papers, persuade, or bribe — three parallel paths that each lead to Granted or Denied. This demonstrates multiple valid routes to the same outcome.

persona:  "Captain Reva"
objective: "Get past the checkpoint"
states:   Challenge → Papers     → Granted / Denied
                    → Persuasion → Granted / Denied
                    → Bribery    → Granted / Denied

Socialite Host

Duchess Valérie hosts a masquerade ball. The player must charm their way into the VIP area through wit and social grace. This is a pure dialogue challenge with a binary pass/fail scoring mode — no items, no combat, just conversation.

persona:  "Duchess Valérie"
objective: "Gain entry to the VIP area"
states:   Introduction → Social Maneuvering → Charm Check → Accepted
                                                           → Rejected

Multi-Scenario NPC

Corwin the Wandering Merchant uses one persona with three separate scenarios — Buying, Selling, and Quest Giving — each with its own state machine. This shows how a single persona can power completely different interactions.

persona: "Corwin the Wandering Merchant"
scenarios:
  buying:       Browse → Inspect → Purchase / Leave
  selling:      Offer  → Appraisal → Deal / No Deal
  quest_giving: Rumor  → Details → Accept / Decline

Same personality, different objectives. Each scenario is an independent state machine the player can enter based on context.