I am working on a conversation script for generic NPCs. By generic I mean all the filler NPCs that farm the fields, drink in the taverns, work the regular jobs in your fantasy world. I am using z-dialog as the starting point, and then creating a generic conversation script which can be fed flavor text from local strings set on the creature.
Z-dialog script (without includes): v2_dlg_generic
Wyvern Crown of Cormyr (the premium module by DLA) did this a little bit. They had the right idea. And I think I've seen some PWs do this too. Sigil Planar Legends for example has particular types of NPCs - Touts, Guides, Gate Keepers, Merchants etc… that seem to each use variations on a typical conversation, but each is a little different (as if settings were adjusted). I think Escape from Undeath does this too, but I've forgotten. And I am sure there are many more that do things like this.
First, I am wondering if others are interested in sharing similar work in this vein?
Second, I'll share a little but of what I have done so far.
Conversation has five basic sections:
(1) If you have a weapon drawn on conversation start, NPC gives a response to the weapon, no greetings are given, and PC has an opportunity to:
- THREATEN - opportunities for extorting, press ganging etc… uses intimidate skill
- STOW WEAPON - attempt to smooth over the faux pas, and continue without weapon
- CONTINUE CONVERSATON with WEAPON DRAWN - continue conversation, with potential to threaten with the weapon. NPC reaction will be negative.
(2) If PC is not currently speaking a language which the NPC speaks, PC has a chance to try other languages until they get it right, or otherwise fail to communicate.
(3) Greeting/Introductions. PC has a chance to introduce self if unknown, or if known provide a pleasant greeting to get things started.
(4) Continuing Conversation. PC is given a response showing reaction of NPC to them (this is basically a patience meter, that when it runs out, the NPC will try to end the convo), and NPC's response to the PCs prior convo option. A variety of options (depending on PC social skills and reputation) to seek information (stores, inns, jobs, quests, news etc…), ask the NPC to join party, convert the NPC to your religion and so on.
(5) NPC tries to end conversation. PC can say goodbye or if social skills are sufficient use one of them to keep the conversation going.
Thats it so far. I'm playing with more measurements than just "reputation", but not sure how complex I will get. I have ideas about how "fear" and "trust" could enter into this as values from 0-100 along with "reputation" which is the "how much they like you" measure. Another one I have considered is how well the PC is known. Each of these metrics can be "personal" and "group" related.
Anyhow, just playing so far and am interested to see what others have done in this vein.