# VS NPCS ## Design Notes - two main functions of NPCs: - to be antagonists to unsettled players akin to wolves & bears - to work with other NPCs be a (somewhat inefficient) "factory" for settled players willing to care for them within a town - three "ages" of NPC development - wanderer/nomadic - stone tools, tattered clothing - drifter-like appearance, erratic behaviors and general hostility - time and the world has forgotten them, and they have forgotten the world before. It should show at a glance. - Characteristics in the world should include - evidence of corpses, annotated with similar notes from when drifters kill animals/eachother - campsites, reed baskets, hay beds under sod lean-to, etc - should be relatively unappealing to pilfer after any serious metalworking - players should have to figure out how to interact with them in ways that don't involve blind right-click to talk. - uneducated serfs - chattel, beholden to the player - once "socialized" by the players, becomes a bit more dynamic - can be told where to live in a town - can't really build for themselves, needs locations for supplies designated - Can "watch" a player between dialog instances and remember where storage they should use is - can perform basic tasks like guarding an area, hunting/gathering, pottery, logging, etc. - can also act as a vendor in a shop for a player - have basic needs that they telegraph to the player when talked to - food consumption should be a (configurable) fraction of that of the player, so that a well provisioned NPC can last for IRL days at 30d:1d IG/IRL ratio without interactions. - If a task they're assigned to cannot be completed, the NPC should try to seek out an notify the player if they're in a radius of the NPC. - Maybe have a job board object you can assign tasks for groups of NPCs to pick up? - Basic socialization between NPCs? - rabbit hole feature, low priority. - educated craftsmen - requires some form of "education" to create - maybe from a tome from a ruin? - Xskills integration? once a profession has been learned, you could teach it to an NPC - does one thing very well, like metalworking or cooking - has "personal property" it doesn't like having disturbed - allegeances are to player groups? - might build their own structures? - Millenaire did this well, might be worth replicating as part of the "education" process - may migrate away if they are mistreated, underfed, or under utilized - ...but will actively seek out vendor serfs to purchase what they need - coinage integration - should be able to configure what coins a vendor accepts and what ratios (thru RGs) they're valued at eachother. - NOT chattel like pesantry.