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_↩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
↘ RejectionBranching 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 / DeniedSocialite 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
→ RejectedMulti-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 / DeclineSame personality, different objectives. Each scenario is an independent state machine the player can enter based on context.