Goal:
To increase the interest of the NPC before they run out of paitence.
Basic Mechanics:
Each NPC has a starting INTEREST and Paitence level between 0 and 5. The PCs must make arguments that appeal to the NPCs and then roll a skill check. The DC of the check is based on the INITIAL Interest and paitence of the NPC. If the argument (roll) is succesful the Interest or paitence can increase. If it is not successful, the interest or paitence can decrease.
Once the paitence reaches 0, they will hear no more aguments and a final offer is made based on thier Interest.
Once Interest reaches 5, the NPC makes final offer and negotiations end. If Interest reaches 0, negotiations end without any offer from NPC.
Starting Attitude | Description | Interest | Paitence | DC |
Hostile |
Openly opposed to the heroes. Barely willing to listen. |
1 |
2 |
22 |
Suspicious |
Doubts the heroes’ motives, but is willing to listen. |
2 |
2 |
20 |
Neutral |
Doesn’t feel one way or the other. Would probably rather be somewhere else, but doesn’t want to be rude. |
2 |
3 |
18 |
Open |
Willing to listen, willing to help, as long as the heroes aren’t asking too much. |
3 |
3 |
16 |
Friendly |
The heroes seem like the NPC’s people. The NPC is willing to give them the benefit of the doubt. |
3 |
4 |
14 |
Trusting |
The NPC has reason to take the heroes at their word, and will help if the characters don’t screw this up. |
3 |
5 |
12 |
Motivations
Each NPC has at least two motivations the heroes can appeal to with their arguments. Arguments that appeal to an NPC’s motivations can cause their interest to automatically increase during negotiations. At other times, increasing an NPC’s interest requires a test. (See Making Arguments.) Each motivation can be successfully appealed to only once during a negotiation. To successfully appeal to a motivation, the heroes must use the motivation in an argument without mentioning one of the NPC’s pitfalls or being caught in a lie.
Motivations can be personal, selfish or egalitarian. Hero's can use various means to determine an NPC's motivation. Ask directly, "What can we offer you." The NPC isn't obligated to respond or may hint at clues. The Hero's can ask others, do research etc.
Pitfalls
Each NPC has at least two pitfalls. Pitfalls are topics that spark ire, regret, shame, jealousy, fear, or some other negative response in an NPC. Using a pitfall in a negotiation causes an NPC’s interest and patience to decrease.
Pitfalls can relate to any personal failing, relationship, or past event that sparks deeply negative emotions in an NPC. They can also be related to an irrational fear, hatred, or insecurity.
MAKING ARGUMENTS
As part of their initial request to an NPC in a negotiation, a hero makes an argument as to why the NPC should give the heroes what they want. The hero might offer to do something in exchange as part of their argument, such as clear bandits from a forest, hand over a piece of treasure, or slay a dragon for the NPC. Or instead of offering something, the hero could attempt to convince the NPC that it’s in their own best interest or a moral imperative to help. For example, a hero could appeal to a knight’s sense of duty, the potential wealth a mercenary could make, or the final wish of a queen’s dearly departed grandmother as part of an argument.
One hero makes an argument to an NPC, but the players can discuss the details of the argument out of character beforehand. It’s up to the group to decide how much discussion to have before making an argument, and to decide what argument the players think will best sway the NPC. This is a good topic for discussion before a group actually gets into a negotiation, so everyone knows the other players’ thoughts.
PITFALL MENTIONED
If the argument mentions one of the NPC’s pitfalls, that NPC’s interest and patience each decrease by 1. The NPC might also warn the heroes not to bring the subject up again.
APPEAL TO MOTIVATION
If the argument doesn’t include a pitfall and appeals to one of the NPC’s motivations that hasn’t already been appealed to, the NPC’s interest increases by 1 and their patience remains the same.
If the heroes attempt to appeal to a motivation that’s already been appealed to, the NPC’s interest remains the same and their patience decreases by 1.
NO MOTIVATION OR PITFALL
If an argument doesn’t include one of the NPC’s motivations or pitfalls, the hero who makes the argument must make a test to appeal to the NPC. Depending on the argument, it could be a Reason, Intuition, or Presence test that uses any applicable skill—most commonly Charm, Deceive, Empathy, Intimidate, or a Knowledge skill. At the Director’s discretion, other characteristics and skills can be used as part of the test. The TN for the test is determined by the NPC’s starting attitude, as shown on the Negotiation Starting Attitudes table.
On a success, the NPC’s interest increases by 1. On a failure, their interest decreases by 1. The Director can decide that the NPC’s interest decreases further if they catch a hero who used the Deceive skill in a lie.
Since Reason and Intuition and Knowledge skills and any other skill creatively applied can be used to make arguments, this means that all heroes can actively participate in the process of negotiation. The hero with the highest Presence who has the Charm skill doesn’t have to be the one who makes all the tests.
Whether the test succeeds or fails, this approach reduces the NPC’s patience by 1 because it doesn’t appeal directly to one of their motivations.
NPC RESPONSE AND OFFER
After a hero makes an argument, the NPC responds in one of three ways:
- An NPC responds positively if the heroes increase their interest. “That’s an excellent point.” “You’ve given me much to consider.” “Fair enough.” “Makes sense to me.” Unless the NPC is deceitful, it should be clear to the heroes that their argument helped convince the NPC.
- They respond negatively if the heroes decrease their interest. “I don’t buy that.” “Poppycock!” “I hear you, but I disagree.” “That’s not going to sway me.” Unless the NPC is deceitful, it should be clear to the heroes that their argument did more harm than good.
- They respond with impatience if the heroes fail to increase or decrease their interest. “I’ve heard that before.” “Are you going to offer me anything real?” “This debate is tiresome.” “BORING!” Unless the NPC is deceitful, it should be clear to the heroes that this argument isn’t working and they should try a new tactic.
The initial response should come with an offer (or a refusal to make an offer) based on the NPC’s current interest. If a hero’s argument reduces an NPC’s patience to 0, the NPC lets the heroes know that this is their final offer.
INTEREST 5 (“YES, AND …”)
If the NPC’s interest is 5, they offer everything the heroes asked for—and then sweeten the deal. This result is the best possible outcome for the heroes. If they offered to perform any services or make payments as part of the deal, the NPC might waive those obligations, allowing the heroes to get what they want for free. Alternatively, the NPC might hold the heroes to any offers they made and instead offer an extra service or item on top of what was asked for. For example, if the heroes asked the boss of a thieves guild for that organization’s help in standing against Lord Saxton, the guildmaster might pledge to send a unit of elite assassins to aid in the battle against Saxton, and then offer the heroes a quiver filled with explosive arrows to give them an additional edge in the fight.
The NPC should let the heroes know that this is the best offer they can make.
INTEREST 4 (“YES.”)
If the NPC’s interest is 4, the NPC offers the heroes everything they asked for without sweetening the deal. The NPC also accepts anything the heroes have offered as part of the deal with this result. For example, if the heroes offered to help spring a guild thief from prison in exchange for the thieves guild’s elite assassins standing against Lord Saxton, the guildmaster agrees to those terms without attempting to adjust anything. This likely ends the negotiation, but it’s possible that the heroes could push for a little more, provided the NPC has the patience for another argument.
INTEREST 3 (“YES, BUT …”)
If the NPC’s interest is 3, they offer the heroes what they want in exchange for everything the heroes offered … then they ask for a little extra, such as a favor or a payment from the characters. If the heroes offered to free a thieves guild member from prison in exchange for the service of the organization’s assassins, the guildmaster might ask them to free an additional prisoner, or to grant the prisoner they rescue a sum of cash or a magic weapon.
INTEREST 2 (“NO, BUT …”)
If the NPC’s interest is 2, the NPC can’t give the heroes what they want. However, they are willing to offer other less impactful goods or services in exchange for whatever the heroes have promised. The guildmaster might not be willing to spare any troops to fight Lord Saxton, but could instead offer the latest spy reports on Lord Saxton’s movements in exchange for the jailbreak.
INTEREST 1 (“NO.”)
If the NPC’s interest is 1, they outright reject the heroes’ idea without a counteroffer. If the NPC still has patience, they might press the heroes for a better deal, saying something like, “Why should we risk our necks to help Lord Saxton? What’s really in it for the thieves guild, other than a short, brutal end when you inevitably fail?”
INTEREST 0 (“NO, AND …”)
If the NPC’s interest is 0, they offer nothing, refuse to negotiate further, and seek to harm the heroes. The NPC might attack immediately, or they could take a different approach, perhaps spreading malicious rumors about the characters, sending assassins after them, or otherwise making their lives difficult. If the heroes don’t want to be at odds with the NPC, they’ll need to offer an expensive gift or undertake a quest just to make amends.
It is impossible to continue a negotiation when an NPC’s interest drops to 0.
KEEP GOING OR STOP
If an NPC still has patience after making an offer and their interest is between 1 and 4, the heroes can make another argument to attempt to improve the deal. Alternatively, they can accept the offer and end the negotiation.
If the NPC’s patience is 0 or their interest is 5, then the offer the NPC makes is their final offer to the characters.
The heroes can accept the offer or not, but either way, the negotiation ends.
If the NPC’s interest is 0, the NPC ends the negotiation without accepting a deal.
The heroes can walk away from a negotiation without accepting a deal at any time.