On The Non Player Character
On The Non Player Character
On The Non Player Character
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By Courtney C. Campbell
• Interactions with non-player characters are determined by player skill, not natural social
ability nor character skill.
• Create no new systems and work seamlessly with whatever classic version of Dungeons &
Dragons you are playing.
• Have an objective, impartial resolution method avoiding the need to subjectively convince
anyone of what you want them to do.
• Eliminate complex pitfalls associated with social mechanics, such as “Mother May I?”,
game breaking diplomancers, player mind control and the resulting loss of agency, pixel
bitching, and mind reading.
This is not a social combat system, where non-player characters or other players can ‘fight’
players and bend them to their will. This would result in an unavoidable loss of control of a
player character. Although this can rarely happen during play (Charm, et. al.) a mechanical
system allowing anyone to do it is beyond the scope of this book.
This is a codification and expansion of how players can interact with monsters and non-player
characters.
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The Gameable NPC
The game is focused around creating enjoyment for the players of the game. The Dungeon
Master creates a fabulous, intricate, and complex environment filled with wonder and magic
and the players run in and tear it to pieces like a band of deranged psychotic monkeys.
Your non-player characters should be no different. As an antagonist, they provide any of the
other five encounter options. A single antagonist may do one, any, or all of the following:
nothing and waste time, provide a reward, allow a special activity to happen, trick or
challenge the players, or cause a bad event or penalty (i.e. empty, treasure, special, trick, or
trap).
The players are unconcerned with anything that isn’t directly relevant to their goals. A skilled
Dungeon Master will use this fact when constructing his non-player characters; avoiding a
focus on ‘depth’ and ‘motivation’ and instead focusing on broad useful gameability allowing
real depth and motivation to develop organically from play will create characters that strongly
engage the players.
If this type of design is sounding distasteful to you, I leave you with the following thoughts:
This is about creating gameable non-player characters in Dungeons & Dragons and creating
them in ways that are immediately useful and enhance the quality of play. Dungeons &
Dragons is not a game about interpersonal relationships. It is a game about exploration,
adventure, and power acquisition represented by wealth. These rules are designed with that
in mind.
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The Reaction Roll
Charisma is not a dump statistic.
All versions of Dungeons and Dragons have a ‘reaction roll’. Even in versions where the
reaction is predecided, it can be modified by player action. The strength of Charisma as a
statistic is tied to the importance these rolls play during the game.
The reaction roll is made on two six-sided dice. This roll produces a bell curve. The results are
usually that low (3-5) is hostile, high (9-11) is friendly, and average (6-8) rolls are neutral. There
are usually special results on 2 and 12 (immediately attack and helpful). This roll is made when
monsters are encountered, after the players decide whether or not to talk to the creature. If
they do, their Charisma modifies the roll.
Because the game is supposed to be fun for the Dungeon Master also, reaction rolls allow the
players and the Dungeon Master to discover the reality of the realm they are exploring
together. These reactions do not proscribe behavior beyond the modifier they add to various
social actions and other instances noted in the text. The Dungeon Master can use the roll to
improvise the attitude and reaction of the monsters.
Reaction and reaction changes last till the end of the encounter plus six turns.
• Preexisting bond
Optional: When rolling reaction, the players can roll one die and the Dungeon Master can roll
the other, obfuscating both what the true reaction is and the number of actions available.
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Encounters
The following system is based around the reaction roll. It is useful in two main ways.
First, the initial reaction of the monster modifies all other rolls. Hostile creatures are more likely
to respond negatively whereas friendly monsters are more likely to help.
Second, the result of the initial reaction roll determines how many social actions the players
can make before the non-player character ends the encounter. After the encounter begins, the
number of social actions is no longer related to or tied to the reaction of the non-player
character.
Determining the information in steps 1-5 informs the current situation in the game allowing you
to take this information and construct an interesting encounter from it. After step five you may
roll on the What are those monsters up to? table on page 43 in APPENDIX B to determine
what action the monsters are engaged in.
Optional: Non-player characters can react to the party stances. These can provide additional
modifiers on the reaction roll. The players can choose from the following stances, Neutral,
Hostile, Friendly, or Obsequious. Each non-player character can have a value (from -2 to +2)
that modifies their initial reaction based on the stance used by the players.
Optional: Non-player characters can end the encounter and that can be the final word or you
can allow players to attempt to extend the encounter. This lowers the reaction of the monsters
by one, and they get an additional 2d6-4 actions. (E.g. the players are not done talking with
the lizard men, even though they are out of actions. They press the encounter. They roll 2d6 and
get an 8, receiving an additional four actions. The lizard men’s reaction drops from Friendly to
Neutral.) Obviously holding someone past when they want to go is quite irritating. Note that
this can push a hostile creature into combat.
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Encounter types
There are three different types of antagonist encounters we are concerned about. They are in
ascending order of complexity: monsters, non-player characters, and agents.
In general the basic rules for less complex antagonists apply to the more complex antagonists.
The Dungeon Master arbitrary decides the complexity of each encounter in the game. e.g.
One Dungeon Master decides that lizard men are inhuman bestial thugs making them
monsters, while another considers them the spawn of dragons and equal in stature to the
humans in the setting making them non-player characters and possible agents.
Monsters
Monsters are characterized by having difficulties in communication, usually being hostile, and
of limited or alien intelligence. Examples include wild animals, owlbears, and hook horrors.
Non-Player Characters
Agents
Agents are non-player characters that the players choose to interact with over a long period
of time. They become an active force in the world instead of a reactive force, and players can
develop a relationship or bond with them. This category includes long term associates of the
party, henchmen, hirelings, townsfolk, guild leaders, enemies, evil overlords, etc.
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Monsters
Animals, magical beasts and beastmen are examples of monster encounters. These are
characterized by:
• Barriers in communication
Unlike more intelligent opponents the actual of the reaction of the monster varies, depending
on the strength of the party versus the strength of the monster group
To communicate with monsters the players must have special abilities or skills. E.g. Ranger
abilities to communicate with wild animals.
When animals threaten, it generally implies that after the threatening gesture, any action other
than surrender, Avoid, Honor, or an attempt at special communication will provoke an attack.
Creatures that have a freeze result will stay perfectly still, possibly remaining unnoticed. If
interacted with or discovered, there is a 20% chance they will attack and an 80% chance they
will flee.
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Non-player characters
Humanoids, dragons, vampires, and sphinxes are examples of non-player characters. Non-
player characters are more complicated then simple monster encounters; they must be
designed. This can be done randomly or they can be designed purposefully. The tables for
random non-player character design and creation are located in APPENDIX B.
Even though this is the mechanical system behind non-player character reactions, the
experience for the players need not change. Their interactions with the non-player character
can remain organic and interpreted by the Dungeon Master. However, it is perfectly acceptable
for players to simply state what action they want and for the Dungeon Master to determine
what they actually did after the roll is made.
If this were a mechanical system not dealing with sentient creatures, I would suggest a limit of
7 to 9 options. But non-player characters are complicated creatures, so creating a system with
more options then we can easily keep in mind provides a sense of that complexity to the
players.
Behaviors remained modified using the actions only modify rolls for the duration of the
encounter (i.e. “all future rolls”), however successful non-violent encounters improve the long-
term bond between you can the non-player character.
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Social Actions
The basic social action rule. Make a reaction (2d6) roll, modify by Charisma and current
reaction.
Rewards
Non-player characters can provide many things to the player characters, the following is a list
of possible rewards.
Access to an area, new skills, new spells, magic items, gold, jewelry, treasure, deeds to
property, treasure maps, information on factions, locations or rumors, quests, acts as guide,
unlocking a new race or ability
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Detailed Social Actions
Penalties are cumulative. Some systems lack a morale score or have different morale options.
In this case, you may simply select the word closest to the morale of the creatures.
Gifts provide a bonus based on their relative value to the hit die of the creature receiving them.
See gifts on page 16 after the social action list.
Bonuses from successful interactions are only applicable once (e.g. if you successfully Converse
twice, you still only receive a +1 bonus to further interaction rolls). Note that having an
encounter is not a stealthy activity and wandering and random monster checks should be
made at least once every three turns, if not every turn.
Several options require you to make judgments about the qualities of the tasks the players are
requesting of the non-player character. Most tasks are difficult. Simple are those that you would
think they would always say yes to, challenging are those that you think they would always refuse.
Simple tasks are asking them to point towards the exit, asking something the non-player
character considers common knowledge, offering a substantial sum of gold for a worthless
item, offering magic items for aid.
Difficult tasks include offering a bribe for guardsmen to not sound the alarm, asking for
information about the layout of their base or about the faction the non-player character belongs
to. The majority of tasks players will be requesting of non-player characters fall into this category.
Challenging tasks include changing sides or betraying your faction, guards allowing you to
pass unmolested into a private area, or a wildly unequal deal. These are much less common
and have permanent or very bad consequences for the non-player character in question.
Non-statistic modifiers should be limited to +/-1. Modifiers for reaction are Hostile (-2) Neutral
(0), Friendly (+2) and Helpful (+4)
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At ta c k ( In i t i a t i v e Ro l l )
Time: Negligible
Description: Ends parley, initiative is rolled. Combat begins.
Target: No target number. Opponent reaction immediately drops to two (attacking). If there
are any survivors it reduces any existing bond with either the individual or faction by 1-4 steps.
Modifiers: None.
Result: Combat.
B l u f f ( Re a c t i o n Ro l l )
Time: 1 Round
Description: This is an attempt to tempt, lie, or misdirect an opponent. It should be used
anytime the players are trying to convince or manipulate an opponent.
Target: 6 + 1/2 Hit Dice (optionally + Intelligence modifier also).
Modifiers: Charisma, current reaction.
Result: On a successful result, the target believes your lie, and is more likely to accept offers
involving the lie. If the lie is known or discovered, reaction drops 1 level to a maximum of
hostile and Bond is lowered 1d4-1 levels to a minimum of 0.
C o nv e r s e ( Re a c t i o n Ro l l )
Time: 1 Turn
Description: Take a few minutes to make small talk and attempt to improve the reaction by
making the non-player characters more at ease and friendly. You may also attempt to Perform
by speaking, playing an instrument, etc., affecting a crowd to pass information and alter the
reaction of a mob.
Target: 6+; 9+ Performance for a group.
Modifiers: Charisma, current reaction.
Result: If reaction is hostile, raises it to neutral. Provides a +1 bonus on further rolls or an
additional 1d4 actions. If it fails remove an additional action, reducing the total remaining
actions by two. If Performing, raises the reaction of the observers by one to a maximum of
friendly. On a 5 or less, they are offended and their reaction lowers.
D e m a n d ( Re a c t i o n Ro l l )
Time: 1 round
Description: This is an aggressive request characterized by offering nothing in return. The
party states a specific demand (“Let us pass!” or “Tell us the location of treasure!”) and if a
successful roll is made the non-player characters acquiesce.
Target: The target is the morale of the target modified by the difficulty of the request. Trivial
tasks increases the difficulty by 1, common increases the difficulty by 3, and challenging tasks
increase the difficulty by 5.
Modifiers: Charisma, differences in party strength, and the severity of the demand.
Result: If successful, the demand is met. Otherwise they refuse and their reaction becomes
hostile. In addition, on any result, all future rolls forever are penalized by -1.
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D r i n k ( Re a c t i o n Ro l l )
Time: 1 Turn or more
Description: This is an offer for the consumption of food, drugs, or other substances. It
includes alcohol, but also tobacco, snuff, pipeweed, mushrooms, etc. Unless the target is
starving, non-intoxicating food and drink receives a penalty when offered.
Target: 6+ to accept intoxicants, 9+ for food; 6+ for food if starving/hungry.
Modifiers: Quality of substance, Charisma, current reaction, personal beliefs of target
(teetotaler etc.)
Result: If accepted, modify future rolls in this encounter by +2. On a failure all subsequent rolls
receive -1.
G a m b l e ( Re a c t i o n Ro l l )
Time: 1 Turn or more
Description: This is an offer to engage in a game of chance. If the non-player character has
nothing of value to wager they will refuse and the action will be wasted. Note that either the
player must have some way of making a wager (e.g. cards, dice, et. al.) They will continue to
play with the players until they are out of money or they fail a morale check. The check is made
every round and is cumulatively modified by their win and loss results.
Target: 9+ to accept.
Modifiers: Charisma, current reaction, personal beliefs of target (gambler, risk-taker etc.)
Result: On a successful result, they will wager with the players, making a morale check after
each wager. On a failed morale check, they will quit.
Note: If a resolution method is needed, high roll on two dice works in a pinch.
G ro v e l ( Re a c t i o n Ro l l )
Time: 1 Round
Description: The player characters beg the non-player character for leniency. They praise
and compliment the non-player character and surrender themselves to their mercy.
Target: 6+
Modifiers: Charisma, current reaction, gifts.
Result: A successful use of this action causes the reaction to improve. A failure causes reaction
to worsen. Using this skill causes any use of Demand, Insult, or Threat to automatically fail,
and it causes an attempt to make an Negotiate to be penalized by 2.
Character Traits
Consider the gaining of character traits as another thing that can be given and modify certain
reactions. If a character has a background as a noble, then they might receive a bonus to interactions
of the upper class. They same goes for royalty, being a member of an organization or a guild, or
even slaying a dragon or accomplishing an in-game mastery or task. Simply note the social trait and
the bonus on the sheet. (Dragon slayer: +1 reaction with adventurers, -2 with dragons.)
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H o n o r ( Re a c t i o n Ro l l )
Time: 1 Round
Description: The party praises and compliments the opponent.
Target: The new result must be higher then the current reaction.
Modifiers: Charisma, gifts, current reaction.
Result: On a result that is higher then the current reaction (i.e. if the current reaction is neutral,
new roll must be a 9+, otherwise it is a failure) the non-player characters reaction is improved.
It does not affect the number of remaining actions. On a failure, the compliments come off as
fake and all future rolls are at -1.
Avo i d ( Re a c t i o n Ro l l )
Time: 1 Turn
Description: The party ignores or dismisses the non-player characters, out of a desire to
avoid an encounter.
Target: 6+, 9+ if done before the initial reaction roll is made.
Modifiers: None.
Result: If the opponent is hostile and the roll fails, or snake eyes are rolled, the opponent is
angered and attacks. Otherwise they wander off.
I n s u l t ( Re a c t i o n Ro l l )
Time: 1 Round
Description: This hurls a terrible insult at the non-player character. It is likely to anger them,
but others nearby will find it entertaining. Alternately, you may attempt to Shame your
opponent. Instead of improving the reaction of others, this lowers your opponents morale.
Target: 12 - Morale.
Modifiers: Charisma.
Result: On any result, reaction of the target is lowered by one (e.g. from Neutral to Hostile)
and all further rolls against the target are penalized by 1. On a success, any other non-player
character groups nearby will have their reaction towards you raised by one level to a maximum
of friendly. If Shaming your opponent, it lowers their morale by 2 and grants a +2 on your next
Negotiation, Threat, or Demand.
Jo k e ( Re a c t i o n Ro l l )
Time: 1 Round
Description: Tell a joke to make the non-player character laugh.
Target: 9+
Modifiers: Charisma, current reaction, any actual joke told.
Result: On a success, gives a +1 bonus to all rolls. On a roll of 5 or lower, offense is given and
all future rolls are at -2.
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Ne g o t i a te ( Re a c t i o n Ro l l )
Time: 1 round
Description: The players make the non-player character an offer or request. This could be an
exchange, an offer to help, a request for help, convincing someone not to attack, a temporary
alliance, or an attempt to manipulate someone into taking an action they otherwise wouldn’t.
Since Negotiations can be complicated, they require some extra adjudication by the Dungeon
Master.
Target: Varies. Depends on the ease and likelihood of agreement with the task. Simple tasks
have a target of 6+, difficult tasks have a difficulty of 9+, Challenging tasks have a difficulty of
11+. Examples are in the Detailed Social Action notes on page 9. It is also suggested difficulty
be modified by one of 1/2 Hit Die, dungeon level, Wisdom bonus, or 7 - morale.
Modifiers: Bond, current reaction, gifts, Charisma (Note: Bond with most random encounters
in a dungeon is none, providing a -4 modifier. See Relationships and Bonds on page 17). Other
transient promises and goods may also modify the player’s chances of success. If it is a poor
deal or a good one, adjust appropriately (-2 to +2).
Result: On a successful result the deal is struck. On a failure of 3 or less a counter-offer is
made. On a failure of 4 or more, the deal offends the other party and further rolls are at -1.
Note: You can make an offer and Request something but offer nothing. If this is the case then
Trivial, easy, or likely tasks have a target of 9+ and difficult and common tasks have a difficulty
of 11+. This may only be attempted if the opponent has a reaction of Friendly or better. Otherwise,
this is a Demand.
Remember that any Negotiation made with someone you just met is penalized with -4 due
to the current bond between you and the target.
Pra y ( Re a c t i o n ro l l )
Time: 1 Turn
Description: Attempts to convert the non-player character to the characters religion.
Target: The target is based on the hit die of the target. If the hit dice of the target are lower,
the difficulty is 6+, if they are equal 9+ and if higher 11+. If there are many opponents, this
successfully affects 2d4 of them.
Modifiers: Charisma, current reaction.
Result: This does not cause a full conversion, but does expose the non-player positively to the
religion in question. If the non-player character becomes an agent, continued attempts can be
made, providing for a full conversion once a bond of 7 is reached. Strongly devoted religious
people will cause all future rolls penalized at -1.
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Q u e s t i o n ( No ro l l )
Time: 1 round
Description: Asks and gets answered one question. Usually a question is asked in return.
Non-player characters will usually answer any questions (“What’s your name? What are you
doing here? Where are you from?”). Questions that are about protected or secret information
fall under the auspices of Negotiate.
Target: None, no roll is required.
Modifiers: None.
Result: Target answers question. Each question answered costs one action. It is suggested
that this be somewhat relaxed, asking the name of a common orc, plus asking what they are
doing can be considered one action, as can any very similar line of questioning. The Dungeon
Master should inform the players as their actions are used up during questioning. Hostile
opponents will still answer questions, but the answers will be short and unhelpful. Anything
that can be interpreted negatively will cause a hostile creature to begin fighting on a roll of 1-2
on a 1d6.
T h re a te n ( Re a c t i o n ro l l )
Time: 1 round
Description: This attempts to weaken the resolve of the non-player character. The party
makes intimidating threats and gestures.
Target: 9+ means the threat is successful.
Modifiers: Strength of party versus strength of non-player character. Charisma modifier or
Strength modifier of the person making the threat.
Result: If the threat fails, the non-player characters reaction is reduced by one level. If the
threat is successful, the non-player characters must make a morale check. If they fail the
morale check they are intimidated. Their morale is temporarily reduced by 4, their reaction is
temporarily improved to the next level, and the next interaction roll is improved by an additional
+2. If they succeed at the threat but the non-player character successfully makes their morale
roll, the non-player character’s reaction drops to 2 and they either attack or flee.
Special Note: Succeed or fail, if they encounter this group or person in the future, bond is lowered
by 2, and all future reaction rolls are at -4 until bond is improved to associate (5) or better.
Tra d e ( Re a c t i o n ro l l )
Time: 1 Turn or more
Description: This is an offer to engage in trade. If the non-player character has nothing of
value to trade, they will beg off and the action will be wasted. Note that the player must have
some item or coin to trade.
Target: 9+ to accept.
Modifiers: Charisma, current reaction.
Result: On a success, trade begins. See Haggling, page 19 for determining the sale value of
goods.
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Sn e a k At ta c k ( Su r p r i s e Ro l l )
Time: 1 round
Description: During the parley, the player makes a surprise attack.
Target: 2 or less on a d6.
Modifiers: Charisma.
Result: The target must make a surprise roll, modified by the player’s Charisma. On a roll
indicating surprise, the player gets that many attacks against their opponent. (e.g. a player
with a Charisma of 16 makes a sneak attack. The non-player character rolls a 1d6 - 2 for the
players Charisma modifier. On a modified roll of 2 or less they are surprised by the attack).
Otherwise initiative is rolled as normal.
H i re ( Re a c t i o n ro l l )
Time: 1 Turn
Description: Makes an offer to hire the non-player character in some capacity. This is an
offer by the players for the non-player character to join the party.
Target: 9+.
Modifiers: The reaction roll is adjusted depending on the quality of the bargain offered as
well as the reputation of the player character.
Result: If successful, the non-player character is hired in their new role. On a failure the action
is wasted. The Dungeon Master is the final arbiter of who will accept work
The players make a Demand if they offer nothing in return. The demand tests the morale of the
opponent, their bravery and self-esteem being the factors in their response.
The players Negotiate if they give something in return or trade. This tests the difficulty of the
task requested, weighed against the reward and relationship between the two parties. If
friendly, they may make a Request, which is resolved like an Negotiation, but without them
giving anything. Requests have a higher difficulty, they are described in the Negotiate entry.
The players Threaten if they wish to make it easier to push non-player characters around and
make Demands.
Questions?
Non-player characters should answer nearly all questions. It is generally more interesting if
they do. There are very few circumstances that are made more interesting by refusing to talk to
the players. If you do not wish to have the non-player character say anything, you can
communicate what they do and then tell the players why they did that. Communication is key
to agency and understanding in shared imaginative realms. This situation is also assisted by
having non-player characters talk about other non-player characters, as introduction.
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Gifts
Offering gifts is an excellent way to get a better reaction out of someone, but the amount that’s
effective to offer depends on the class and station of the non-player character. A good metric for
how much value is reasonable to offer is hit dice. Each increment of value will provide a +1 bonus
to the applicable roll. Note that in many cases giving a gift is going to be considered a bribe.
Offering a 4 HD creature 1,000 gold coins or equivalent will garner you a +10 bonus on whatever
offer you are about to make. The Dungeon Master is encouraged to limit or modify the acceptance
of gifts as needed. The above is only a guideline. If money is extremely common in your game,
your players may assume they can just buy everyone off. Only a few actions allow gifts to modify
the roll (Grovel, Honor, Negotiate) and non-player characters are designed, allowing you to
create different reactions then normal (e.g. many town guards would automatically view
Negotiation with a gift as a bribe, and immediately lower their reaction or arrest the characters).
These are ways to mechanically interact with non-player characters to remove subjectivity. As
such, the players should all be exposed to the complete list of social actions and how those
work mechanically during play (See APPENDIX E for Reference).
When they choose what to do during play, before it is resolved, the mechanical effects and
consequences should be explained and the player should be allowed to confirm their action.
The only hidden information should possibly be the number of actions they have remaining. It
is not necessary to do this if it is not of interest to the player, but there is no reason they shouldn’t
have the mechanical system explained any more or less than to hit rolls or saving throws.
These are designed to be concrete representations of possible options. They are not
prescriptive, they are descriptive. If an option comes up that doesn’t fit into an action, the
Dungeon Master should propose a resolution to the player.
It is a resolution system for actions (like “I attack” is resolved with the d20 roll). Players are
allowed and encouraged to just state which action they are doing next. They are also free to
talk in-character and have you just apply the appropriate mechanical resolution, through it is
not necessary that they do so.
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Agents
Henchmen, lovers, and big bad evil guys are examples of agents. They are characterized by
a recurring role in the campaign, as well as being independent and able to take action
themselves to affect things, much like a player would. Players develop relationships and bonds
with the agents.
A bond is a descriptor of the strength of the relationship between any two parties. After each
non-violent encounter, the bond is checked by a bond roll. A bond roll is identical to a reaction
roll (i.e. 2d6) but applies to the bond instead of the current reaction. If this roll is higher than
the current bond, then the bond increases by one.
Relationships characterize the type of bond. There are several types of relationships, Friendship,
Lover, Rival, Companion, etc. These relationships are the bond ‘track’. When certain bond
thresholds are reached in the party by characters, then a boon is applied. These boons vary
based on the type of relationship; a non-player character may have a different boon for
reaching Colleague on the Friendship track then the boon granted for reaching Colleague on
the Rival track.
The boons and relationships possible are limitless, providing either bonuses or penalties. Enjoy
creating them for your major long term agents.
Razguldok the facile, an ancient lich, has declared war on the living. You have encountered him
several times, giving you a bond of four (Acquaintance) on the enmity track. This grants you a
bonus to resist the freezing cold of petrification from your exposure to his evil. In the continued
fight, you see things that affect your soul. After interacting with him a dozen times, you reach a
bond level of seven (Colleague). This saps your life force causing a 10% experience point penalty
as your conflict brings you into close contact with the abyss of the plane of negative energy.
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New Social Actions for Agents
G i f t ( B o n d Ro l l )
Time: 1 Turn
Description: Offers a gift to a person.
Target: Current Bond level.
Modifiers: If the gift is appropriate or is something that the receiver likes, it grants a +2 bonus
to the roll.
Result: On a successful roll over the current bond level, the bond increases.
Note: Gifts may only be given once every 24 hours. Each consecutive day a gift is given the
roll is penalized by a cumulative -2. Giving more than one gift in a week gives a separate -2
≈ ≈
penalty. ( o/ Can’t buy me love, love; can’t buy me love o/ )
Re l a x ( B o n d Ro l l )
Time: Varies, usually 1-6 hours
Description: Spending time with the non-player character to improve the bond. This can be
attempted weekly. Additional attempts will have no beneficial effect.
Target: Current bond level.
Modifiers: None.
Result: On a successful roll higher then the current bond, the bond is increased. Otherwise
there is no effect.
S e d u c e ( Re a c t i o n Ro l l )
Time: Varies, usually 1-6 hours
Description: A direct attempt to improve bond. This does not always mean sexual seduction.
Any attempt to ‘speed up’ the time it takes to build a bond naturally can be considered
seduction. The effects of the improved bond may prove temporary if not reinforced by other
actions after the seduction.
Target: 2d6 + targets intelligence modifier + 1/2 targets hit dice
Modifiers: Charisma, situational.
Result: On a successful result, the seduction takes place and the bond is increased by 1d4+1
levels. Unless time is spent with the person in the following days, the bond drops by 1 each day
until it reaches the original level. Every day spent permanently increases the level by 1. On a
failure, the status remains the same.
Note: Seduction can be made more difficult/complicated and follow the rules for arguing in
APPENDIX A.
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Functions
What about those non-player characters that are agents but don’t interact personally with the
players often? These non-player characters provide functional benefits. Possible functions
include:
Magic item identification, Room and board, Service providers (alchemists, scribes, etc.),
Answers for gold (sages), Magic item creation, Potion identification, Quests, Resources, Tax
collectors
Even though these are set apart from the normal interactions the players have, the non-player
characters providing these services can be characterized and designed like any non-player
character.
Haggling
Haggling is most often done with agents, but can be done with non-player characters.
Goods have a base (list) price. Merchants normally sell those goods for 1-5× normal price. This
value can be randomly generated (1d5 and 1d10 read like d100) or assigned.
H a g g l e ( Re a c t i o n Ro l l )
Time: Varies, usually under a turn
Description: Attempting to get a better price on goods. Characters state a price and then roll.
Target: 6+ will get a reduced price on goods.
Modifiers: Charisma.
Result:
Haggling continues until either a 2 or 12 is rolled or the prices meet in the middle. Players must
move a reasonable amount (>5%) towards the merchant price and offer a price above list
value, or the merchant will complain the first time. The second time their offer is too low, the
merchant will refuse to haggle further.
This should only be used for high value items relative to the level of the characters. For bulk or
low value items, use one roll on the third column to determine the sale price.
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Creating a non-player character
We are going to create a basic intelligent non-player character that you might find wandering in
the dungeon or wilderness and then show how they can become more complex long term actors.
This system is focused on effective use of time putting little priority on figuring out every stat value
for the non-player character. We want succinct information that is immediately and directly
useful in play. Statistic modifiers if necessary can be generated on the spot by roll or fiat.
First we decide on the type of non-player character we are going to create. This can be picked
or randomly generated. Today we are going to make Geoffory the Demonologist.
Who is he? We are going to generate some personality randomly. The juxtaposition of the
name and two traits allows you to quickly define a person. We come up with restless and
impulsive. I also quickly generate a single physical trait.
We now can construct an image of who this is. A somewhat deluded methamphetamine user,
but instead of methamphetamine use, he summons demons. He is the type that is confident
and arrogant with poor decision making skills. This information allows us to intelligently assign
his reaction to the player stances. He has no strong feelings towards people who are friendly,
being wary of judgment. His arrogance favors him towards those wise enough to be obsequious
towards him and he dislikes anyone who is mean to him.
Friendly 0
Obsequious +1
Hostile -2
Then we need some personality locks and keys. These are individual responses to social
actions that apply and override the general mechanics of the action. These can be generated
randomly, but it is best to use a strong hand. They should also be divided between locks that
tie into the world and locks that tie into the non-player character himself.
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Drinking: -3 actions, lower reaction
Gives quest,
Demand: reward magic item
offers quest,reward
Pray: Teaches demon summoning
Geoffory is a teetotaler and so reacts negatively to the offer of drink. When players grovel
before him, he finds them amusing. To feed his ego, he gives them gold for being so wise.
When they make a Demand or attempt to Negotiate with him, he refuses with a counter-offer,
saying he’ll grant them a magic rod if they fulfill his macguffin retrieval quest. To anyone that
tries to convert him, he offers them “real power” and says he will teach them how to summon
demons if the quest is completed.
Finally we need to create a reaction track, this is an action the non-player character will take
if their reaction changes to this threshold.
Hatred Attacks
Hostile Summons Demon
neutral Boasts!
Friendly Alludes to quest.
Helpful offers demonic services.
And that’s all we have to do to create a basic constructed non-player character. With this
information, you have enough to accurately describe and portray the non-player character at
the table, able to respond to any action the characters take.
note that if you need someone in play immediately, the only thing you need at all is a single
roll or two on the personality table in APPEnDIx B. The rest can be designed on the fly or
generated later when you have time.
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Transformation into agents
Everything to this point only defines the non-player character in terms of what they can do or
provide for the player. This allows our work to be both useful in play and of interest to players.
But for some reason the players have yet to murder this non-player character, and they are
encountering him again. At this point, he must become more complicated or remain a flimsy
two-dimensional collection of traits. His basic information will stay the same, but an additional
unknown fact must be added to provide depth to the non-player character a piece at a time in
a manner that is engaging to your players.
Upon encountering Geoffry again do the following: Make a bond roll, versus the current bond
of 2 (no relationship/enemies). Since the result will be equal or greater to the current bond, the
bond improves to 3 (strangers). Then do one or more of the following: Randomly determine or
select a new information from the random tables in APPENDIX B, grant the non-player
character a magic item, answer some of the questions under further agent development.
Repeat one of these steps during each new encounter, until the threshold for ‘unknown facts’ is
reached for the particular non-player characters, i.e. until he is a fully realized dynamic
member of your campaign.
This is a guide focusing on generating immediately gameable encounters for Dungeons and
Dragons, not rich, deep, three-dimensional personalities. However, sometimes it might be
necessary to provide further depth. If you answer several of the following questions about the
character, it should help you round out their nature. I recommend against it, because the
following is a lot of work for someone who is likely to get knifed to death within three rounds of
meeting the players.
Who do they have relationships with? What secrets do they have? Who are they jealous of?
Who do they fear? What is their job and history? What do they value? What motivates them?
What are their interests, hobbies, and preferences? What are their quirks and moods? What
useful knowledge do they have? What purpose do they serve in the campaign? What thematic
subtext to they represent? What characterizes their interactions with others? What is their
complete physical description (eyes, hair, tattoos)? What family do they have? What’s the
worst thing they have ever done? What is their sense of style?
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Frequently Asked Questions
They wander off, make some excuse, or say they have to leave.
More powerful than a fighter with an 18 Strength? Just like that situation, you can’t charm (or
break, in the fighter’s case) everything.
Because it can be a lock for some non-player characters. A rough and tumble pirate might
respect anyone who fights him. A noble savage might have his reaction change to friendly
after an attack.
They work identically to the way subdual damage works in most games (take a -4 penalty to
do non-lethal damage). The attack produces a special effect, which can be situationally much
superior to normal damage. I would certainly allow a character seeking training in this to have
some method of obviating the penalty if it was something they were interested in.
That means the opponent changes from helpful to friendly, friendly to neutral, neutral to hostile,
or hostile to attacking or vice versa. This affects the modifiers on the rolls and may cause non-
player characters to take certain actions.
Isn’t it too easy to negotiate with people and have them accept?
Don’t forget that when bargaining with people that way or making requests of them, your
bond with the person is taken into account. If you’ve never met the person before you have no
bond which is a -4. If you are strangers, and have met at least once, that penalty drops to -2.
Your rules make no sense! If a player doesn’t have to state what he’s doing, then
the game is ruined!
This is a game aid — feel free to change, add, spindle, mutilate or tear it to work with your game.
Nothing at all has to change for your players, if you don’t wish it.
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Social combat
Social combat is normal combat. All versions of the game already make this explicit. Physical
damage removes hit points. Non-lethal (subdual) damage is totaled and when it exceeds the
current hit point total, you fall unconscious (are subdued). Social combat works exactly the same
way. For all social attacks during combat, you may make one of the following types of attacks.
Any successful social attack against a creature with a mind increases the non-lethal damage
pool. Any attack that causes the pool to cross 1/4 or 1/2 the total pool of hit points OR causes
the character to have go below 0 available hit points applies the appropriate effect.
These attacks are made with a base -4 penalty to hit, with your attack roll modified by both
your Intelligence and Charisma bonuses but not your weapon bonus. Your opponents armor
class is 10 – (Wisdom OR Morale) - 1/2 Hit Die. It is 10 + (Wisdom OR morale) + 1/2 Hit Die for
ascending armor systems. Note that armor class adds the entire Wisdom score, not just the
modifier. Creatures with animal intelligence increase their armor class by 4. Attacks made with
spells do not have the -4 base penalty.
Attack Defense
Ascending Attack Bonus - 4 base penalty + 10 + Wisdom OR Morale + 1/2 hit die
Charisma modifier + Intelligence modifier (+4 if Animal Intelligence)
Descending ThAC0 + 4 base penalty - Charisma 10 - Wisdom OR Morale - 1/2 hit die
modifier - Intelligence modifier (+4 if Animal Intelligence)
Attacking in melee supersedes a verbal attack. Doing both is very hard, if you wish to make a
melee attack AND a verbal attack, both attacks are at a total penalty of -10 divided as you
wish and you receive a -4 penalty to AC till the end of the next round. You may not
simultaneously make a normal attack and a subdual attack under any circumstances.
Social combat does damage as a long sword, using either your Intelligence or Charisma modifier
as a bonus or penalty to damage. As with any attack, if a hit is successful, minimum damage is one.
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Class Modifiers
Alchemists receive a +4 bonus to hit with Confusion attacks and can use alchemical items to
enhance Confusion damage (e.g. 1d8 + Alchemical item damage).
Assassins get a bonus to hit equal to their level to Fear attacks and do double Fear damage.
They have no base penalty to their attacks when causing Fear damage.
Bards and Jesters get a bonus equal to their level to hit and their bonus to damage from
Charisma or Intelligence is doubled. They also receive no base penalty for any social attack.
Clerics and Paladins select either Fear or Charm attacks to receive a +1 bonus to attack.
Druids, Monks, and Rangers get a +2 bonus on Confusion attacks. Versus animals or magical
beasts of animal intelligence they get a bonus to hit equal to their level +4 and do double
damage. Social attacks they make versus animals or magical beasts have no base penalty.
(Their attack versus creatures with animal intelligence is ThAC0 + 4 + Charisma modifier +
Intelligence modifier. This offsets the protection animal intelligence provides)
Enchanters receive a +4 bonus to hit with Charm attacks and do double charm damage.
Fighters and Barbarians get +2 to hit with Subdual and Fear attacks.
Illusionists receive a +2 bonus to hit using Confusion and Fear attacks. If using a spell to assist
(e.g. Phantasmal Force, Audible Glamor, etc.) they get an additional bonus of the level of the
spell to hit and do double damage.
Magic-users receive a +2 bonus to hit in any single category they choose at character
creation. Attacks with spells have no base penalty.
Swashbucklers and Duelists and the like when making verbal and melee attacks simultaneously
only receive a penalty of -4 penalty to hit divided between the two and a -2 to armor class.
Thieves get a bonus of 1 + 1/2 their level to hit with all social attacks except Subdual.
Psionicsts and Monks have a bonus to their armor class equal to their level versus social
attacks. Psionicsts in psionic Contact with a person have no penalty to hit with any social attack
excepting Subdual and do double damage.
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Damage Types and Effects
Some targets like constructs or the undead are immune to certain types of non-lethal damage.
Demons cannot be subdued, constructs and undead are immune to all non-lethal damage.
Subdual: When the target reaches a 0 hit point total they are subdued. This means unconscious,
but when roused they are tractable until a means to reverse their fortune occurs. Usable against
most targets. Subdual attacks are physical attacks and must hit the armor class of the opponent.
Some targets, like constructs, demons, and the undead can’t be subdued. Creatures of higher
than average intelligence will recover from being subdued quickly, and attempt to escape.
Creatures of less than average intelligence, depending on how they are treated may never
recover from being subdued.
Fear: When the Fear damage exceeds 1/4 total hit points the opponent is shaken and receives
a -2 to attack rolls. When the Fear damage exceeds 1/2 total hit points or the entire current
remaining hit point total, they are frightened and flee the encounter. Taking Fear damage
forces a morale check the following round.
Anger: When the Anger damage exceeds 1/4 total hit points the opponent is enraged and
receives a +1 to hit and damage. They focus their attacks and actions on reaching the person
taunting them. When the Anger damage exceeds 1/2 the total hit points or the entire current
remaining hit point total, they receive a +2 to hit and damage, a -4 to their armor class, and
attack until subdued, killed, or all opponents are dead. Taking Anger damage increases the
morale of the creature by 2.
Confusion: When the Confusion damage exceeds 1/4 total hit points the opponent is
distracted, acting last in the round. When the total exceeds 1/2 the total hit points or the entire
current remaining hit point total, they become Confused as the spell and act randomly.
Charm: When the Charm damage exceeds 1/4 total hit points they must make a morale check
to continue fighting. This morale check is penalized by 1 for every companion that is still
fighting. If they fail that check, they immediately make a reaction roll and a social encounter
begins. When the Charm damage exceeds 1/2 the total hit points or the entire current
remaining hit point total, they cease fighting and make a new reaction roll modified by the
Charisma of the attacker with a +2 bonus.
A first level fighter attempts to intimidate an orc. The base social armor class of the orc is 10,
minus its morale of 7, minus 1/2 its one hit die, rounded down to a minimum of 1, giving it an
armor class of 2. The fighter receives a -4 for a social attack, +2 for being a fighter and using
a Fear attack and has a +1 Charisma bonus. This gives a net -1 modifier to the roll. To hit armor
class 2 the fighter needs a 17 or better requiring a roll of 18 or better on the die to hit.
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Example of play
The party descends into the depths. After wandering aimlessly for far too long, the Dungeon
Master rolls a 1 on a wandering monster roll because Muffin (1st level Dwarf, 5 Charisma)
decided he wanted to kick down every door, even the open ones.
A wandering monster is rolled off the wandering monster table. A Gnoll war party approaches.
It consists of 5 Gnolls (15, 11, 10, 9, 9). Both players and Dungeon Master roll surprise on a 1d6.
The players get a 4, and the Dungeon Master gets a 5. Neither party is surprised. Encounter
distance is rolled, 2d6 × 10’. A 2 and a 3 are shown, giving a result of 50’. They are a war
party, so a 1d20 is rolled on the “What is the monster doing table” under the war party section,
and a 1 is the result. They are patrolling.
The players declare they are going to parley. They send Thaddius (2nd level Fighter, 15
Charisma) forward to speak. He says “Hail, we wish to speak.” This sounds like a neutral
greeting, so the Dungeon Master checks with Thaddius’s player if that’s what he intends.
Thaddius ascents. A reaction roll is made. 2d6, + 1 for Charisma, -2 for the gnolls being a war
party actively patrolling for victims. A 10 is rolled, subtracting the net modifier of -1 leaves 9.
The gnolls are friendly, giving the party a +2 reaction modifier for all further rolls. This also
gives the players 9 social actions to make before the gnolls end the encounter. The Dungeon
master quickly rolls 2d20 to generate a personality from the APPENDIX B “Personality Table”
for the gnolls. He rolls an 8 and a 5, making their personality “groveling”.
The Dungeon Master says, “Oh, great and powerful humans, you wouldn’t attack our heavily
armed war party would you? We beg that you not make us slaughter you, our new friends,
hacking at you until your dying screams give us headaches and annoy our neighbors. We are
friends, yes?”
The players say yes and ask who they are. He replies that they are the Fenstone clan and his
name is Eeef Jerkee. The Dungeon Master marks off one action.
They ask the gnolls where they are from. The gnolls indicate the location of their clan, indicating
both on their map and by description that it is northwest of the central staircase on the second
level. The Dungeon Master marks off another action, leaving seven.
The players ask if they have anything to trade. The gnolls respond no. The Dungeon Master
marks off another action.
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The players ask if they know of any treasure. The gnolls laugh and say yes. The players ask
where. Since they are friendly, the Dungeon Master adjudicates and considers this a simple
Request (a Negotiation with a friendly party where nothing is offered). Requests have a
difficulty of 9+. 2d6 are rolled and come up 3 & 4. A total of 7 + 1 for Thaddius’s Charisma, +
2 for the gnolls being friendly, and -4 for the current bond of none, being that the players have
never met the gnolls before, gives a total of 6. This isn’t a good enough roll for the gnolls to
share information about treasure they might retrieve themselves. Perhaps if the players had
offered some drink or spent some time joking or talking they might have received the bonuses
they needed for success. The Dungeon Master marks off another action.
The players ask if the gnolls had heard anything about the area they are in. The Dungeon
Master gives them a rumor off the rumor table and marks off another action leaving four.
Muffin’s player says “Maybe we should kill them so they don’t tell anyone that we met them.”
The Dungeon Master says as the Gnoll to Thaddius, “Your companion is quite bloodthirsty!”
but marks no actions used and makes no rolls. This reinforces the house rule that what is said
by the players is what is said by the characters without removing the agency of Muffin, who
clearly intended it to be out of character communication.
The players ask to talk among themselves and the gnolls allow them. The Dungeon Master
marks off one action for the conference, leaving three. The players talk and decide it is too
dangerous to let the gnolls live, so before attacking, they decide to demand all their treasure.
Thaddius walks back to the leader and says “Lead us to all of your gold and treasure or we will
kill you where you stand!”
The Dungeon Master Resolves the Threat first, then the Demand. The two parties are slightly
mismatched, the players being stronger. Thaddius is also quite strong and has a +2 Strength
bonus. He rolls a 3 & 2, for a total of 5 + 1 for the party being stronger and +2 for Thaddious’s
Strength bonus for an 8! The failed threat drops the reaction of the gnolls to Neutral.
If the threat was successful and the gnolls made their morale roll, they would believe the
players, but feel that they were strong enough to resist. This would cause them to either
immediately attack or flee. However, if they failed their morale roll against the successful
threat, they would be demoralized and very tractable, giving the bonuses stated in the Threat
action. Be sure to apply any relevant modifiers such as force size to the morale roll if one is
made.
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Then the Demand is resolved. This is a task of common difficulty (leaving them alive, but broke
is actually a pretty good deal for gnolls), adding 3 to their morale of 7 making a total of 10. If
the Threat was successful and the gnolls had failed their morale roll, it would have lowered
their morale by 4 making it a target of 6 instead of 10. Sadly they did not; so 10 it is. The
players roll a 2 and a 2. Adding 1 for Charisma and 1 for being stronger leaves them with a 6
and not enough to convince the gnolls to hand anything over. The Dungeon Master marks off
2 actions and lowers the gnolls reaction to Hostile. He says as the gnoll, “It was a terrible
mistake to treat such violent murderers as friends!”
Thaddius shrugs and begins to apologize to the gnolls telling the Dungeon Master he’s going
to cut them down while they’re distracted by the apology. The Sneak Attack is resolved. The
Gnoll rolls a 5 - 1 for Thaddius’s Charisma, so no surprise is gained. Surprise occurs on a 1 or
2, so the Charisma improves the roll by subtraction. The gnoll must have been wary after
having his life threatened. This is now a normal attack. The party rolls initiative and wins.
Muffin charges, striking the gnoll leader with his axe doing 5 damage. Thaddius strikes a
different gnoll doing 7 damage. Aloysius (4th level Thief, 9 Charisma) tries to scare the gnoll hit
by Muffin. The leader had 15 hit points with 10 left. The gnolls armor class versus social attacks
is 10, - 7 for morale, - 1 for 1/2 his hit dice, making him armor class 2. If the threat earlier had
lowered his morale, he’d be armor class 6! Aloysius attacks with a THAC0 of 19. He modifies
his roll by +3 for his level (ref. Thief page 25), -4 for making a social attack. He rolls a 18 - 1 for
17, this equals the target of 17 he needed to hit (19 THAC0 - Armor Class 2). A hit! He rolls 1d8
(standard long sword damage is used for verbal attack damage) and gets a 3 for damage.
The total fear (subdual) damage is less than 1/4 the gnolls maximum hit point total, so the
damage gets converted to generic nonlethal/subdual damage. Now the gnoll has 10 hit
points left and 3 points of nonlethal damage. If another fear attack (or any social attack,
besides subdual) were to hit, this would cause the nonlethal total to be over 4, which is over 1/4
the gnolls total hit points and would cause the shaken condition, giving -2 to all attack rolls.
Then Morduk (3rd level Illusionist, 8 Charisma) casts Improved Phantasmal Force to attempt to
scare them all by turning into a giant and breathing fire at them. The party says “NOOOO!!!”,
but it is too late. He declared his action and he waves the party off. All the gnolls have an armor
class of 2 as above. Morduk has a +2 for class and a + 3 for the spell level to hit, but -1 for
Charisma. This gives him a total of +4 to hit. Spells bypass the -4 penalty to hit for social attacks.
He needs the same 17 total or better as Aloysius. He rolls a 14 + 4, a hit! He does 2d8 damage
(ref. Illusionist page 25), getting a 7 and a 4 (minus 1 for Charisma) for 10 points of fear damage.
The remaining gnolls hit points are 10 with 3 subdual, 11, 10, 9, and 9 hit points. 10 points is higher
than either any gnolls current hit point total or over half their maximum hit point total. The 10 fear
damage gives the frightened condition to all of them. They all flee. Muffin and Thaddius take
their free attacks at the backs of the ones engaged in melee with them. They miss.
The escaped gnolls pass the description of the party around to anyone who will listen and post
a bounty on their heads.
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Appendix A: Arguing
Argumentation has a long history. It is the art of presenting reasoned arguments to change
minds. We have methods for the simple acceptance of arguments above, but what of more
important or complex arguments. How to convince the king to go to war? How to convince the
bandit chief to submit to your control?
We are concerned with what ways this task is gameable and focused on player (not personal)
skill and is simple. This is not the place for a complex argumentation model involving claims,
producing grounds and tying those grounds into the argument using warrants, etc. There are
other resources available if you’re looking for that type of mini-game structure to arguments.
We do not want a system of argumentation that engages players, because then when they
lose, it would necessarily control or dictate player action.
Arguments are made to address statements founded by belief. Belief is to think a thing without
proof. The players will engage in arguments by adventuring to prove the truth.
If the reasons why someone takes a position can be altered by something the players give
them, do to them, or say, then it should be resolved by the methods listed earlier, such as
Negotiate, Request, and Demand.
However, if it cannot, the players must navigate a series of gates in order to convince an agent
of the correctness of the players position. In no way does this pass judgement on the means the
players pass the gates, lying and subterfuge always being options. They are encouraged to be
creative in the ways that they navigate the gates.
A gate is a task that when accomplished will alter a belief. The gates listed on the opposing
page are the boxed italicized items. Beliefs are in normal text and are circled. These gates
should be in one of two forms. Either a flowsheet if there is more than one path to victory, or a
sphere if it simply requires a certain weight of evidence to change the mind of the target. The
weight of evidence is represented by the number of gates that must be unlocked.
The purpose of the gates is to create player driven adventure. They contain the belief that the
target holds, and the information that must be acquired to convince them. Two examples are
on the next page. The first example is how to convince a human king to go to war against their
ancient elven allies, now corrupted by the forces of undead. The second example is how to go
about controlling a bandit camp, rather than killing them all.
You may also use quick or shorthand gates to outline tasks that non-player characters require
to complete actions for the players. If a goblin is guarding a portcullis, you could create several
options of things he would want the players to do for him in order to let them pass. Simply
completing one option in this case would cause him to open up the gate. It is this process
through which non-player characters are designed as encounters.
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Convince the human king to declare war on the elven nation
Prove a connection
between the murder of Find proof of
Chancellor Mathis and The elves have communication
the elves our interests at between the elves
heart and the lich Thrax
The elves are
our allies
The elves
protect the
The elves are War eastern forest
immune to
malign Find evidence of the
Influence The elves have undead in the
no influence in eastern forest
Find evidence of the King’s court
corrupted elves
Prove spies are
manipulating the royal
advisors
Beat him in
Prove your
Get his attention Get access to him verbal
superiority
repartee
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Appendix B: Tables
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Physical Trait Table 7 Physical Trait Table 9 Physical Trait Table 10
1. Grimy 1. Manly/Butch 1. Gout
2. Slurs 2. Large hands 2. Birthmark, small
3. Tense 3. Missing fingernails 3. Birthmark, large
4. Sighs frequently 4. Extended neck 4. Jowls
5. Nasal voice 5. Very tiny feet 5. Red cheeks
6. Snorts 6. Large ears 6. Red nose
7. Has fangs 7. Wide ears 7. Thin eyebrows
8. Has horns 8. Long/Large earlobes 8. Bulbous nose
9. Hard of hearing 9. Pointed ears 9. Button nose
10. Sarcastic 10. Long nose hair 10. Square jaw
11. Fastidious 11. Chin hairs 11. Jutting jaw
12. Talks to self 12. Winged eyebrows 12. Overbite
13. Know-it-all (“Actually”) 13. Afro 13. Underbite
14. Swollen hands 14. Freckles 14. Stutter
15. Curly hair 15. Cheek freckles 15. Flips hair
16. Shrill voice 16. Body freckles 16. Constantly twirls hair
17. Deep voice 17. Ginger 17. Handsome/pretty
18. Quiet voice 18. Missing tooth 18. Jaundiced
19. Pinched expression 19. Chipped tooth 19. Nasty cough
20. Zoned out 20. Club foot 20. Sleepy
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Physical Trait Table 11 Physical Trait Table 12 Physical Traits Table 13
1. Shaved head with top knot 1. Speaks of self in 3rd person 1. Constant itching
2. No nose 2. Adds Mr/Mrs and Sieur/Madam 2. Rash
3. Wears armcuffs 3. Oppositional/Defiant 3. Scaly skin
4. No nose (prosthetic 4. Borderline/Attention Seeking 4. Flatulent
replacement) 5. Narcissistic/Violent @ criticism 5. Obsequious
5. Sings to self 6. Excessively long hair 6. Necklace of coins
6. Wears wolfskin 7. Ostentatious neck jewelry 7. Necklace of finger bones
7. Smells of pine 8. Nose piercing – Bar 8. Necklace of teeth
8. Wearing bearskin 9. Nose piercing – Hoop 9. Wears tights and curled toes
9. Exceptionally hairy 10. Labret piercing 10. Has metal lightning bolts over ears
10. Wearing a full animal mask 11. Missing eye 11. Wears eye mask
11. Wearing animal headress 12. Metallic skin 12. Has jaunty green hat
12. Hands covered in dried blood 13. Spiky hair 13. Has golden hemispheres
13. Wears ostentatious rings 14. Welts/bites all over on side of head
14. Carrying a chicken 15. Clawed hands 14. Wears colored cape
15. Covered face with metal plate 16. Foppish 15. Goiter
16. No eyebrows 17. Says the same one or two 16. Elongated skull
17. Appears frustrated/distracted phrases, repeatedly 17. Stone in forehead
18. Extremely intense 18. Hyper-hydrosis 18. Withered limb
19. Very long fingernails 19. Runny nose 19. Prominent birthmark
20. Claw-like nails 20. Flips coin 20. Back is currently out
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Taylor Lane (Order #39793855)
Physical Traits Table 15 Physical Traits Table 17 Physical Traits Table 19
1. Is in drag 1. Cleans nails with a dagger 1. Wearing only leather
2. Speaks in cliches 2. Shuffles feet 2. Green thumb, literally
3. Eyebrows painted on 3. Bright white teeth 3. Moss growing on them
4. Constantly clearing throat 4. Incongruous tattoo 4. Blue skin
5. Painfully shy 5. Extra finger on hand 5. Is a construct
6. Uses legit when speaking 6. Touches people when talking 6. Extra eyeballs
7. Fidgets 7. Lazy Eye 7. Bone piercing
8. Monotone 8. Scowls constantly 8. Forked tongue
9. Mousy 9. Pointed teeth 9. Hunchback
10. Wearing a single color 10. Pants too loose 10. Oversized cranium
11. Jive talker 11. Wears unusual medical 11. Transparent skin
12. Heterochromia device (Brace) 12. Colored streak in hair
13. Ponytails 12. Ill fitting clothes 13. One eye larger than other
14. Has terrible grammar 13. Talks slowly and loudly 14. Carries a large egg. Talks to it.
15. S-s-t-t-t-utters 14. Loses focus 15. Arrow stuck in part of body
16. Well-dressed 15. One breast larger than other 16. Vertical pupils
17. Hair in a bun 16. Food stains on clothing 17. Green (or oddly colored) skin
18. Interrupter 17. Smells like vomit 18. Rhymes/Riddles when talking
19. Clears throat 18. Smells like outdoors 19. Smoke comes out of ears
20. Large breasts 19. Ruddy face 20. Teeth are black
20. Normal
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Taylor Lane (Order #39793855)
Personal Trait Table 7 Personal Trait Table 8
1. Super-serious about a different topic every 1. Smuggler, has sick mother. Doesn’t give her
time the players interact with him money, otherwise trustworthy
2. Claims to not care about his appearance, but 2. Hates the weather no matter what it is.
constantly checking and adjusting his Pontificates on it if questioned
clothing 3. Loves bananas. Wants one. Even if he has
3. Terrible gossip, highly opinionated about one. Doesn’t eat them, they go bad.
issues, only makes them worse 4. Raised in a tribal culture. Still uncomfortable
4. Wants to avenge fathers death. Not sure with civilized ways
how to go about it, father died from plague 5. Asks everyone for a hair sample. Says “no
5. Has a garden, recently lost it to pest reason” if asked why.
infestation (antlion, ankheg), seeking 6. Claims he was once a golem that was given
suggestions for new flowering plants to use a living form
6. Clothing sexually inappropriate. Surprisingly 7. Interested in different styles of buckles and
not assaulted by opposite gender stitching. Examines clothing closely
7. Has difficulty remembering the current topic 8. Difficulty focusing. Doesn’t listen when asked
of conversation, denies that this is a problem questions, interrupts. Very apologetic.
8. Short temper, gets wildly angry about 9. Accidentally summoned a demon, won’t
inconsequential things leave him alone
9. Nervous about any suggestion or plan when 10. Believes other people treat them poorly
presented by the players. Momentarily because they don’t have an education
makes the same suggestion and thinks it’s a 11. Master locksmith and accomplished
great idea lockpicker, swears he won’t ever do it again,
10. Knows an incredible amount about poison, carries around new unused tools
impulsively asking questions about deadly 12. Mechanically talented. Wants to design a
plants. Congenially denies this to be the robot. Vague on reason why
case. 13. Exceedingly polite, interest in civility and
11. Continually mentions physical ailments (‘ole manners. Knows many antiquated customs
wrist is actin up.’ or ‘I have the vapors and shares. Not a dick about it.
again’). 14. Brave to a fault. Aggressive. Surprisingly
12. Exhausted. Deflects any comments about his backs off before starting a fight
yawns or nodding off 15. Claims he once was a paladin, in service to
13. Is expert or master of useful skill the player the god of sandwich. Likely untrue
wishes he knew 16. Inquisitive, asks questions. Constantly. Cries if
14. Offers to share magic item. Cursed to do so, reprimanded
item is fine 17. Constantly touches members of the same
15. Tells extravagant lies. Is just joking though. gender in minimally socially appropriate
Wants to be a scout. ways. (Slapping ass, side hugs, neck rubs). If
16. Nervous. Breaks down crying if pressed for redirected, just grins.
answers, likely to flee in stressful situations 18. Carries (or drags) a large cage. If asked
17. Sheepishly admits his power comes from the claims he’s a hunter and he’s going to catch
fact that he Doesn’t cut/doesn’t have hair. it. If asked what ‘it’ is, becomes evasive.
18. Believes he has the plague. Uses makeup 19. Interjects conversation with non-sequiturs, as
and paint to put plague marks on his body if the answers suddenly occurred to him (“A
19. Constantly belching and farting, smoke broadsword! of course!” or “Brilliant! It was
comes out, refuses to discuss it the Green tea!”). Denies that this occurs.
20. Has trouble understanding any word with 20. Claims that he’s given up all food and can
more than two syllables survive on air. Eats with group normally.
Claims this is an illusion he casts to make
everyone feel at ease.
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Taylor Lane (Order #39793855)
Personal Trait Table 9 Personal Trait Table 11
1. Has a puppet, treats it as a living creature 1. Obnoxious prankster
2. Has a puppet, is actually a Raggamoffyn 2. Mourning the death of a pet
3. Has a marionette, treats it as a living creature 3. Loves sex. Wants to have it. Attractive
4. Has a marionette, is actually a miniature golem 4. Just finished committing a felony
5. Will only speak via puppet or marionette 5. Scars on arm. Self inflicted
6. Reads while talking to the players 6. Feline affectations
7. Has pet snake 7. Carries quiver of umbrellas
8. Has a hand that is a lobster claw 8. Unnerving grin, obsessed with humor
9. Patronizing, offers candy. Candy is really good. 9. Acts like a cowboy
10. Is obsessed with status in strange subculture 10. Keeps “Accidentally” setting fire to things
11. Is actually the servant of his nearby animal companion 11. Late for a very important date.
12. Claims he is a master chef. Is. 12. Heard of the players, gets every fact wrong
13. Helpful. Useful. Not pushy 13. On drugs, not particularly interested in
14. Won many tournaments/beauty pageants talking about it.
15. Overly friendly, genuinely helpful 14. Hardened. Professional dueler
16. Overly friendly, provides good opportunity 15. Desperately looking to return a book to the library
to poison player 16. Says he is a mythic champion under a geas
17. Nice person. Frustrated. Doesn’t understand 17. Just divorced
why this isn’t attractive 18. Preparing for own funeral
18. Constantly hyper-vigilant against attack 19. Dumping syndrome, needs to go to the
19. Very interested in magic. Never learned, bathroom suddenly and urgently
great potential 20. Terrible cook. Demands you eat
20. Working on a novel. Hasn’t written anything. terrible food, angry if you refuse
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Taylor Lane (Order #39793855)
Personal Trait Table 13 Personal Trait Table 14
1. Believes they are a were-creature, tells 1. Always comments on how any suggestion is
everyone, actually not a bad idea and lists problems with it. If
2. Diviner, constantly lapsing into trance and confronted, throws hands up and says “it
predicting the future. Futures so vague as to don’t make me no nevermind”
be useless 2. Mediator, always trying to fix problems, act
3. Eats moldy bread. Says its for health. Secretly as matchmaker
will try to eat spellbook paper 3. Viciously and callously murderous to the
4. Claims to be a master Druid. Looks like core, yet completely devoted to his friends,
it. Wants to be. Isn’t. willing to sacrifice anyone’s life for them
5. Knows a lot about the underworld/under 4. Practices on a horn, constantly. Doesn’t know
dark. Talks about the coming invasion how to play
constantly 5. Cannot make normal or simple decisions,
6. Constantly inventing vendettas over minor rolls dice or flips coin for them.
things the perpetrators don’t even remember 6. Master assayer, can assess value on
7. Understands nothing, even when explained sight. States this, must be cajoled to perform
to him 7. Hates vegetarians. Believes he is
8. Makes nicknames for everything, forgets manifestation of green mother goddess.
them instantly 8. Melodramatic, claims to hate drama
9. Excellent archer. Believes it is physical 9. Claims to cast magic spells, actually just
expression of philosophy shouting gibberish
10. Tendency to mumble, everyone else seems to 10. Loudly announces every action
understand them fine 11. Talks badly about everyone, confused
11. Obsessed with leapfrog as a metaphor, about why they are so unpopular
constantly asking for a game 12. Never pays full price for anything.
12. Fearful of magic, possessed near spells and Always mentions how he has what you have,
magical fields, eyes turn black but it was cheaper
13. Has an unhealthy obsession with 13. Easygoing, always assumes that other
Piedmontese wine and fava beans people are angry with him
14. Missing eye, replaced by snake. 14. Concerned only about drinking, partying,
Claims that the snake allows him to detect and the eventual destruction of all mankind
lies 15. Has dissociative identity disorder (multiple
15. Believes he’s in a pawn in a game controlled personalities)
by an outer realm being. Breaks 4th wall 16. Claims royal ties, treats everyone like peasants
16. Charismatic, very well liked, horrible drug 17. Physically against type (smart but weak
problem barbarian, tough and strong wizard etc.)
17. Makes poor decisions, refuses to 18. Constantly makes widely incorrect and
accept responsibility for consequences. inaccurate assumptions
Always someone else’s fault 19. Not very emotional, works from a perspective
18. Carries around a bag with bondage gear. of pure logic
Willing to talk with interested party 20. Thinks they have the authority of the gods,
19. Pleasant, but consistently unhelpful and uses it wisely
distracted. Always completes tasks poorly
20. Only eats creatures he kills himself. Will not
shut up about it
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Taylor Lane (Order #39793855)
Personal Trait Table 15 Personal Table 18
1. Seeking an individual to settle a debt 1. Single mother trying to have it all
2. Is lost. No sense of place or direction 2. Prone to logorrhea, very friendly otherwise
3. Hotheaded, likes to argue, hates to fight 3. Always provides reasonable suggestions with a smirk
4. Makes tasteless jokes about dead monster babies 4. Wears an elaborate uniform, sans pants.
5. Mounted on an unusual beast (umber hulk, Refuses to wear pants
wyvern, etc.) 5. Bets on everything. Has no money.
6. Likes hats. Wearing an interesting one 6. A connoisseur of fine dwarven rock brandies
7. Fashionista. Makes own clothes. 7. Swears dramatically
8. Constantly fidgeting and touching face 8. Astounding ignorant of other races
9. Exhausted, insomniac, sleepwalks habits. Makes incorrect assumptions
10. Carries trash and refuse. Believes it is treasure 9. Says things that make no sense constantly
11. Misogynist 10. Disguised poorly, completely
12. Always tells the truth, especially when not convinced the disguise is foolproof
wanted or needed 11. Comes up with terrible plans. Insists they will work
13. Contactphobe, fearful of germs 12. Wearing a toupee or other false
14. Will only wear the fur of creatures he’s killed hairpiece (merkin, et. al.)
15. “Back in my day. . . “ 13. Attractive, disdainful of people who react nicely
16. Astrologer, believes all things are caused by 14. Bisexual, promiscuous
the positions of planets in the sky 15. Considers humanoid flesh a delicacy
17. Has been to outer planes, acts like it 16. Annoying, does not respond to social cues
18. Makes sound effects during conversation 17. Is suuuuper intense about everything! Very macho
19. Stern and judgmental with high standards, 18. Hates metal. Carries wooden sword
wishes he wasn’t, rationalizes 19. Preens and postures constantly
20. Betrayed nearby lord, on run 20. Hated by animals, has stings/bite marks
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Taylor Lane (Order #39793855)
18. Terrible at giving directions, doesn’t realize it.
Personal Trait Table 20
19. Believes they can influence the minds of the
1. Incredibly sensitive about birthmark players, they can’t
2. Incredibly lost whaler 20. Carrying/dragging around a coffin
3. Big game hunter
4. Laughs at everything Bonus
5. Incredibly queasy at the discussion of blood
or violence 1. Is a fanboy of a different race
6. Torchbearer, lost party 2. Can read all minds, surprised by nothing
7. Can’t tell people of the same race apart 3. Paladin who has lost their powers
8. Winks constantly as if everything was suggestive 4. Dresses in Tricolour clothes. Viciously insults players.
9. Easily and strongly offended Threatens them. If attacked, immediately surrenders
10. Patronizing, mothering 5. Lived entire life with player character, knows
11. Talks backwards lots about them. Player has no memory of this
12. Never finishes a sentence before trailing off 6. Is actually a deity in human form
into another thought 7. Actually an alien
13. Always lies 8. Carries a bag of wadded up paper. Throws it
14. Hipster at people yelling “LIGHTNING BOLT,
LIGHTNING BOLT”
15. Only speaks in imperatives
9. Was a deckhand on a Spelljammer
16. All question are asked in a high pitched voice
10. Is just down here larping
17. Retires in two days, doomed to not make it
Combat Commentary
Sometimes during battle monsters will be more vocal and speak in strange and unnerving
ways. What follows is a list of various types of Combat Commentary. This idea originally can
be found at Telecanter’s Receding Rules, found at:
http://recedingrules.blogspot.com/2011/05/creepy-combat-commentary.html
1. Action Quipper “You’ll get a charge out of 17. Master Planner “You get hurt this round, then
this!” [casts Lightning bolt] I’ll attack the wizard.”
2. Apologizer “I’m so sorry!” 18. Meta-commentor “You must be after
3. Calculator “Two hits to kill the wizard. treasure. Were you told that we were evil?
Possibly a wand of curing on his belt worth That’s the only justification for your
1,800 gold.” aggression.”
4. Cheerleader “Keep hitting me, you’re doing 19. Monologuer “I got up this morning and found
good!” myself in combat with these interlopers. Here
5. Complainer “Why are you bothering me?” comes a blow from the fighter now!”
6. Confused “Why am I being attacked?!” 20. Optimist “We’re going to win!”
7. Counter “That’s your fifth hit!” 21. Pessimist “We’re going to lose!”
8. Counts Downer “Only 3 more hits till death!” 22. Predictor “That wizard is going to save her
9. Curious “What will acid do to his eyes?” spell. We’ll just have to kill the rogue and
they’ll withdraw”
10. Detached Analyzer “The lightly armored one
is a wizard, possibly an illusionist by his spell 23. Preternaturally Personal “Why do you think
choice.” you can win [Player X], you will never
accomplish [Player X goal] by fighting me!
11. Engaged Analyzer “Oh, that hit was pretty
good! It’s not likely you’ll get me before I take 24. Previewer “Six reinforcements are on the way.”
you out though.” 25. Promisor “I’ll grant you real power if you surrender.”
12. Hallucinator “AHH! SPIDER-MEN!” 26. Self-Cheerleader “I can do it!”
13. Irrelevant Commentator “Now we’ll have to 27. Threatener “I’ll kill you!”
clean the floor.” 28. Unfazed Reminiscer “I killed 4 monks in the war!”
14. Revenger “I’ll kill you for killing our guards.” 29. Warner “I’m killing you to protect you from
15. Laugher “AHHahahHAHAHAhahaha.” the power below!”
16. Masochist “Cut me. CUT ME!! Yessss!” 30. Nonsense “Meep. MEEEP!”
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Taylor Lane (Order #39793855)
What are those monsters up to?
Roll or select from these tables for the 2. War party activities
activity the encounters are engaged in. 1. Patrolling
The general table (roll 2d4) applies to all 2. Standing guard
types of encounters. The following ten 3. Preparing for battle
tables are more specific activities. The 4. Tracking wounded combatant
5. Fighting (roll second encounter)
first 10 entries in the specific group activity
6. Plotting/planning an attack.
tables are more general then the second 7. Shaking down opponent
10 in each category. Feel free to roll a d10 8. Sharpening weapons/repairing armor
and d20 for a random result in any 9. Hurt and retreating from battle
encounter. To avoid the weird stuff table 10. Escorting captives
11. Arguing over treasure distribution
(Table 10), have results of 1 and 0 both
12. Stripping and looting bodies
refer to the table of non-intelligent 13. Fighting for leadership
monster activities (Table 1) which should 14. Setting an ambush
be applicable to all encounters. 15. Reading a map
16. Separated from their leader
17. Setting up camp
General wandering monster activities
18. Camping with guard set
2. Lost 19. Drinking heavily and singing
3. Resting/wounded 20. Interrogating captives
4. Exploring
5. Hunting 3. Merchant activities
6. Eating
7. Sleeping 1. Traveling laden with goods
8. Fleeing 2. Traveling in search of trade
3. Resting
1. Non-intelligent monster activities 4. Inventorying goods in camp
5. Repairing vehicle/equipment
1. Acting crazy 6. Cooking up a delicious meal
2. Lost 7. Engaged in trade (roll second encounter)
3. Confused 8. Snoring
4. Hurt 9. Drinking some ale
5. Trapped 10. Setting up camp
6. Tracking prey 11. Drinking some coffee
7. Sleeping 12. Singing
8. Eating 13. Crafting basic tools/goods
9. Sick 14. Wandering in search of trade
10. Lying in ambush 15. Painting an advertisement
11. Playing with food 16. Handing out fliers
12. Bored 17. Balancing books
13. Dying 18. Perusing manuals
14. Mating 19. Adjusting outfit
15. Returning to lair 20. Announcing goods
16. Starving
17. Defending lair
18. Standing perfectly still
19. Aggressive
20. Fleeing
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4. NPC adventurers 6. Cultists
1. Listening at a door 1. Chanting in a ceremony
2. Making a plan 2. Chanting while they travel
3. Fixing a map 3. Engaged in ritual self-flagellation
4. Lighting or dousing light sources 4. Committing a ritual sacrifice
5. Breaking down a door 5. Eating from the vat of body part stew
6. Picking a lock 6. Waiting around for the appearance of the
7. Fighting a monster (roll another encounter) high priest
8. Healing up after a battle 7. Attempting to convert others
9. Casting a spell 8. Having a giant orgy
10. Threatening their henchmen 9. Doing powerful drugs
11. Sneaking down a hall 10. Building an altar to their dark god
12. Debating the next course of action 11. Engaged in a spastic dance as they are
13. Interrogating a prisoner touched by their god
14. Detecting magic on treasure 12. Listening to a sermon
15. Adjusting their equipment and encumbrance 13. Engaging in cannibalistic communion with
16. Standing around while the mage uses Wizard their god
Eye/ESP 14. Attempting to heal others with the power of
17. Searching for secret doors their faith
18. Disarming a trap 15. Engaged in profitable evangelism for other
dungeon monsters
19. Waiting for some unknown event
16. Purifying corrupted members
20. Reading a treasure map 17. Attempting to re-acquire runaways
18. Attacking those who speak poorly of the cult
19. Engaged in a lecture of confusing cult doctrine
20. Actually receiving message from their deity
5. Mindless Undead 7. Other
1. Milling about 1. Drumming in a circle
2. Standing silently 2. Dancing with wild abandon
3. Swaying back and forth 3. Cooking a victim in a pot
4. Moving inexorably forward 4. Running around with spears
5. Eating a corpse 5. Deciding which way to go
6. Standing slack-jawed 6. Delivering a package
7. Walking against a wall 7. Discovering a secret door/switch, etc.
8. Tilting their head 8. Putting out a fire
9. Cornering a wild animal 9. Sitting around drinking
10. Mindlessly building something 10. Drilling through a door
11. Crawling around on the ground 11. Trying to dig through a wall
12. Covering objects in slime 12. Dueling with another creature
13. Breaking free from crypts/graves 13. Attempting to elude capture from another
14. Attempting to look like normal dead bodies creature
15. Trying to put themselves back together 14. Evacuating an area that is on fire
16. Mocking the movements of the living 15. Attempting to evict another creature from an
17. Dancing a ghastly jig area
18. Setting off a trap 16. Attempting to rescue a friend from a (pit) trap
19. Creeping down a hallway 17. Hanging a piece of art on the walls
18. Inspecting an area to see if it meets standards
20. Patrolling an area
19. Jaring preserves, possibly of human origin
20. Attempting to jimmy a lock
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8. Other 10. Weird stuff
1. Counting coins into a bag 1. Sitting around playing a complicated game
2. Masturbating 2. Attempting to reassemble it’s body
3. Urinating 3. Chasing its eyeballs down the hallway
4. Defecating 4. In the process of cutting off a part of it’s body
5. Bathing/washing self 5. Attempting to clean up a bloody mess
6. Trying to quiet crying baby 6. In the middle of a successful divine
7. One accusing another of theft intervention of a chaotic deity
8. Beating a smaller creature 7. Trying to pacify a summoned elemental (lord)
9. Gnawing on a bone 8. Recently acquired an artifact and is trying it
10. Playing keep away out
11. Carrying a valuable treasure 9. Is being forced to perform sexual acts
12. Instructing his minions 10. Getting dressed into bondage gear
13. Composing a song on the lute 11. Creating a piece of art
14. Giving a pep talk to a companion 12. Trying a new drug for the first time and
15. Counting coins in a bag of gold having a very bad trip
16. Crouching down, trying to remain unseen 13. Engaged in a dark ritual to summon a god
17. Doing an unnatural jig 14. Cleaning or repairing a section of the
dungeon
18. Arguing over division of goods
15. Transforming into something else
19. Playing catch with a ball against the wall
16. Making new monsters
20. Putting a collar on another creature
17. Constructing or setting up a dungeon trick
18. Tearing a hole in the planar fabric
19. Merging different dimensions
20. Gaining enlightenment
9. Other
1. Tagging the walls with graphitti
2. Throwing rocks at a scared animal
3. Having a fight with their significant other
4. Practicing combat techniques
5. Angry and storming around looking for
someone to smash
6. Maiming a defeated opponent
7. Meditating peacefully
8. Quietly observing an area
9. Peering through a peephole
10. Playing cards or dice
11. Screaming loudly
12. Shaving hair off their body
13. Trying to reset/build a trap
14. Ruining food
15. Examining the Flora
16. Taming an animal
17. Reading a book
18. Playing marbles
19. Walking and talking
20. Exercising with a friend
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Personality Tables
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Personality table 7 Personality table 9 Personality table 11
1. Fierce 1. Imaginative 1. Liar
2. Flamboyant 2. Imitative 2. Likable
3. Flippant 3. Impatient 3. Lippy
4. Flirtatious 4. Impetuous 4. Listless
5. Foolhardy 5. Implacable 5. Loquacious
6. Foppish 6. Impractical 6. Loving
7. Forgetful 7. Impulsive 7. Loyal
8. Formal 8. Inattentive 8. Lust
9. Friendly 9. Incoherent 9. Madcap
10. Frightened 10. Indifferent 10. Magnanimous
11. Frivolous 11. Individualist 11. Malicious
12. Frustrated 12. Indolent 12. Maudlin
13. Furtive 13. Industrious 13. Mean
14. Garrulous 14. Inept 14. Melancholy
15. Genial 15. Inquisitive 15. Melodramatic
16. Gentle 16. Inexpressive 16. Merciless
17. Giddy 17. Insecure 17. Merry
18. Gloomy 18. Insensitive 18. Meticulous
19. Goofy 19. Insulting 19. Mischievous
20. Gossip 20. Instructive 20. Miscreant
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Personality table 13 Personality table 15 Personality table 17
1. Obdurate 1. Proselytizing 1. Sensual
2. Obedient 2. Proud 2. Sentimental
3. Oblivious 3. Prudent 3. Serene
4. Obnoxious 4. Prudish 4. Serious
5. Obsequious 5. Prying 5. Servile
6. Obsessive 6. Puerile 6. Sexist
7. Obstinate 7. Pugnacious 7. Sexual
8. Obtuse 8. Quiet 8. Shallow
9. Odd 9. Quirky 9. Shameful
10. Ornery 10. Racist 10. Shameless
11. Optimistic 11. Rascal 11. Shifty
12. Organized 12. Rash 12. Shrewd
13. Ostentatious 13. Realistic 13. Shy
14. Outgoing 14. Rebellious 14. Sincere
15. Overbearing 15. Reckless 15. Slanderous
16. Paranoid 16. Refined 16. Sly
17. Passionate 17. Repellent 17. Smug
18. Pathological 18. Reserved 18. Snobbish
19. Patient 19. Respectful 19. Sober
20. Peaceful 20. Responsible 20. Sociable
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Personality table 19
1. Taciturn
2. Tactful
3. Tawdry
4. Temperamental
5. Tempestuous
6. Thorough
7. Thrifty
8. Timid
9. Tolerant
10. Transparent
11. Treacherous
12. Troublemaker
13. Trusting
14. Truthful
15. Uncommitted
16. Understanding
17. Unfriendly
18. Unhinged
19. Uninhibited
20. Unpredictable
Personality table 20
1. Unruly
2. Upset
3. Vague
4. Vain
5. Vapid
6. Vengeful
7. Vigilant
8. Violent
9. Vivacious
10. Vulgar
11. Wanton
12. Wasteful
13. Weary
14. Whimsical
15. Whiny
16. Wicked
17. Wisecracking
18. Wistful
19. Witty
20. Zealous
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Appendix C: Spells and Magic Items
Animal Friendship: This sets the bond between the caster and the animal to Companion.
Charm Monster: As Charm Person.
Charm Person: This spell changes the current reaction to Helpful. It also raises the bond to
Friendly (providing no bond penalty or bonus). This reaction can be modified as normal and
lasts for the regular duration of the spell. Note that this changes the modifier for Negotiations
with a neutral opponent that has never been met before from a -4 to a +4.
Charm Person or Mammal: As Charm Person.
ESP: Provides a +1 bonus when attempting any social action.
Forget: This spell can be used to ‘undo’ an unsuccessful Demand, Insult, Joke, Threat or
Negotiation.
Friends: Increases in charisma apply to all current and future interactions seemlessly.
Hypnotism: Once cast, this spell predisposes the subjects to whatever Negotiation or
Demand is subsequent. It provides a non-typed +4 bonus on the next Negotiation or Demand
made. It also eliminates any penalties that affect the roll, but does not affect the bonuses which
apply normally.
Mass Charm: As Charm Person.
Mass Suggestion: As Suggestion.
Remove Fear: This will remove all Subdual damage.
Suggestion: On a failed save this spell causes the creature to automatically be subject to any
easy, difficult, or challenging Negotiation. Impossible offers remain rejected. You may Bluff
the person with a +4 bonus. Only one suggestion may be made, but the effects last 1 hour plus
1 hour per level.
Speak with Animals: This allows you to engage animals as if they were of human intelligence
and communicate with them as non-player characters instead of monsters.
Speak with Plants: This allows you to engage plants as if they were of human intelligence
and communicate with them as non-player characters instead of monsters.
Speak with Monsters: This will allow the caster to engage with any creature, possessing
language or not, as if they were of human intelligence and communicate with them as non-
player characters instead of monsters.
Philter of Persuasiveness: Grants a +2 bonus on all rolls, and can use Suggestion (as
above) once a turn.
Philter of Love: As charm. Enamored means that the bond granted stays past the duration of
the potion.
General Illusion spells are covered in the Social Combat section on page 24. Spells that
produce direct effects such as Confusion, Fear, and Scare, bypass these rules and produce
their effects. Charmed Player’s Characters can be affect by social rolls as non-player characters
by their party members.
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APPENDIX d: Advice & Other Detritus
Feel free to develop deep, unusual, and or interesting encounters and place them on your
encounter table. Feel free to have other things besides monsters on the table also.
Never describe your non-player characters physical traits so the players can use their
imagination to picture what they look like.
Always describe a physical trait of your non-player characters and provide illustrated handouts
of them so the players can have something to remember the non-player character by.
Set out 3� × 5�card folded in half with the non-player characters names, pictures or drawings,
and some information about them on the table.
In a hurry for a good non-player character? Do your best impersonation of a character you
liked in a film.
The system here is an aid to play, to help with objective neutral adjudication. Many times it will
not be necessary to track every action. There is no need to always slow down play tracking
actions and following its structure.
Non-player characters are often best introduced not directly, but framed by other players and
characters! Consider making some of your locks triggers for the non-player characters to
discuss other non-player characters. We primarily learn about people not by direct questions,
but instead by gossip, rumor, and talking to other people.
Use locks to do more then just affect the non-player character. Have them relate to information
about other non-player characters, the world, or other plot threads and quests. Also, feel
compelled to change some of the locks around each time you encounter a non-player
character.
Verisimilitude is overrated. Often if the non-player characters want to talk about something,or
have conversational options about things they know about; making those explicit to the
players can really enhance play. If you’re concerned about this taking some sort of ‘player
skill’ out of the game because ‘they didn’t think of it’, remember both that actions when
interacting with non-player characters are limited and that player skill is about making
informed choices, not remembering something they heard from three sessions ago. Your
players are more concerned with remembering to buy gas and not get fired from their job to
remember a plot thread to question a non-player character about.
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Disengaging from an encounter or fight
Two options are available. The first is a defensive withdrawal, and the second is fleeing. If
characters make a defensive withdrawal they give up 1/2 their movement and may leave
combat safely. If there is no one available to stop the pursuit of the monsters, then the monsters
will advance and strike using their full attack routine. Fleeing melee combat grants your
opponent a complete attack routine against your rear and begins fleeing an encounter. You
start the next round at your movement rate distance from the monster.
Misdirection (Darkness, Fog Cloud, etc.) will prevent melee opponents from making their
attack in response to flight.
Fleeing an encounter
Monsters and humanoids with reaction roll results of 2-9 will generally pursue any target that
flees, the exception being monsters weaker than the party. Once in pursuit, monsters will
continue to pursue as long as they still hold out hope of catching the pursued party.
Hope tends to diminish if the party is far away and in sight at the end of the round, or if out of
sight and somewhat distant, or if pursuit has continued for a turn (10 rounds) or longer. Far
away is approximately double the monsters movement rate, somewhat distant is about equal
to the monsters movement rate.
Evading
Dropping food for unintelligent monsters or treasure for intelligent opponents will give a 1-3 on
a d6 (50%) chance of ending pursuit. Creating a hazard will end pursuit on a 1-4 on a d6
(66%), unless the hazard is impassable for the creature, in which case pursuit is automatically
ended. Hiding in a room behind a door that is spiked shut gives a 1-4 on a d6 (66%) to stop
pursuit per round. The monster will attempt to bash open the door until then with the same 1-2
on a d6 chance as characters have. Caltrops cause monsters who fail a save vs Paralyzation
to reduce their speed by 1/2. Looking around, asking questions, and taking actions reduce your
speed by half during the round.
Mapping
While fleeing all traps are triggered if crossed (i.e. no 2 in 6 chance) and directions given
consist of left, right, and ahead choices. If the answer is not given in a timely manner, the
direction is decided randomly OR the monsters catch the party, players choice. No mapping
or referencing a map may occur.
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Enhanced Wandering Monster Procedures
Most wandering monster tables have far too many entries. In a session, you will be lucky to
have 3 encounters. Most sessions will have 1, maybe 2. So if a table has 12 entries, you could
play for months and still not get an entry more than once. A bell curve of 2d3 or 2d4 creates
an environment where certain encounters are more common, representing actual populations
of monsters.
Random encounters need not be random. Consider creating a selection of specific entries for
a certain type of monster like Gnolls, so there might be one of a gnoll matriarch and guards
seeking slaves, and another of a war party looking for a lost member carrying treasure, and
another of a hunting party being chased by a monster.
It is also a good idea to have non-monster encounters on the table, in a dungeon finding
rubble or having a wind gust through the corridor can provide atmosphere and function as an
effective ‘encounter’.
To take an idea from The Retired Adventurer blog, by John Bell, you can expand on that and
design the table with several separate columns. Each monster encounter is six entries. Have the
monster, along with their lair, spoor, tracks, and two types of traces. When you roll up ‘giant
spiders’, roll a d6. On a 1 you encounter the monster, a 2 gives you the lair, a 3 means you
encounter the spoor, a 4 means the players encounter tracks, and a 5-6 mean you discover
traces. It is important that each monster in the table have unique entries (unless you want to
engender confusion). Encounters should be much more frequent using this system, being that you
encounter monsters only 1 in 6 times. Roll 1d6 in the wilderness for each encounter period, or
1d8 in a megadungeon type area with results of 7 and 8 meaning no encounter.
Each monster should have two distinct traces. These are sounds, prints, debris, smells, and
other signs of a certain type of monster.
Tracks indicate the location of the monster without needing to see it. These can be footprints or
signs of passage but also mating calls and other noises.
Spoor is direct creature sign. This can be an abandoned lair, a shed skin, victims or even a
dead body of a creature. If the spoor is fresh, it can make it more likely that the monster
appears. Older spoor can make it less likely.
Lair is the home of the beast. They are not necessarily home, but the encounter with a lair gives
the players an immediate choice to engage or flee from the monsters. It also means you are
likely to discover whatever treasure the monster has collected.
More information about how to use this encounter system can be found at
http://retiredadventurer.blogspot.com/2013/05/a-procedure-for-wandering-monsters.html
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On the role of the roll
Social mechanics don’t replace role-playing with “roll playing”, they are role-playing.
Role playing is not talking in a funny voice, thespianism or taking on the personality of a
fictional character, although those can certainly be a component of play.
It literally means to ‘take on the role of another person’. This is done in play by making decisions
as if you were the person who’s role you take. Not based on who they are or their perspective
or their personality, but what you would do if you were in that situation. You are taking on a
role.1
It doesn’t reduce social reaction to just a roll of the dice any more than a combat challenge or
an in-game puzzle situation does. It simply provides a mechanical interface to accomplish
what your character wishes to accomplish.
And it certainly is possible to avoid the use of this system entirely because you can use your
personal charisma and skill at the table without the use of dice. Or conversely, you can create
a system that is entirely dependent on character development and skill (diplomacy/bluff/sense
motive) to obviate the need of this system. These are both valid methods of play that are highly
satisfactory.
But this system is to address two specific needs. How to make situations involving non-player
characters dependent on player skill and how to handle non-player character reactions
objectively and not subjectively. Nothing more.
Many people object to social mechanics based on their experience of immersion. There are
several issues with this, foremost that immersion is an intensely personal and subjective
experience that is not concretely defined. We can not speak objectively about what causes or
doesn’t cause immersion because it is not something we can quantifiably measure by anything
other than self-report, and what causes it is unique to each individual.
Adding rolls to social interaction makes it more like an experience of combat. The rolls do not
seem to affect immersion too adversely there, based on my personal experience. In many
cases the stakes are even higher in social situations, or anyone who is being stared down by a
dragon will tell you.
This broadly covers the objections raised against social mechanics. It should allow for actual
clear discussion over what is desired in play with a clear understanding of the stylistic
differences of each option. Enjoy.
1. I realize that many people do create fictional personas for their characters, and some games are heavily focused on considering what that fictional persona would do. This system
works equally as well in that case.
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A Final Word
How do you use this book? How do you know what an non-player character is like? How do
you know what’s fair when deciding what a non-player character wants or will accept? What
does a ‘friendly’ dragon want? How does a ‘hostile’ shopkeeper act?
If you find yourself trying to look through this book for the answers to these questions, stop.
You decide if a monster will talk to the players or not. You decide what a non-player character
is like. You look inside and check your motivation to determine the fairness of your non-player
character design. You decide what friendly means. You decide what a hostile shopkeeper is
like. You decide if the duke goes to war. You decide if a meteor strikes the castle. You don’t
even need to roll for reaction - you could just make up every response to anything the player
says without any guide or rule and everything will be just fine.
I know this advice seems obvious. But it isn’t. Spending time trying to figure out how to do it the
‘correct’ way takes away from thinking about how you want it to work at your table. Did you
forget a move, or give the players an extra one? Great! Move on.
This is a useful tool for addressing a complex topic with a lot of pitfalls with a method that is
objective and fair. But that’s all it is — a tool. Don’t carry it around like a hammer. Use it when
needed.
The 2d6 roll is your friend. It’s a bell curve, meaning that there’s a good blend between
average, good and bad, with the occasional “Well that went astoundingly well/terrible!” Do
you like combat? Have neutral results indicate combat! You decide when to have the monster
react in some way besides attacking the player characters. Are they talking too much and
trying to break the system? Have the monsters gain a surprise segment if they start to parley!
I’m not suggesting the game is Dungeon Master versus player. I’m certainly not suggesting that
you sit down with a specific outcome in mind that you should force to occur. (Don’t do that!)
What I am saying is that you can be fair and objective, and you can still decide things. That is
your job as the Dungeon Master. There is a difference between fiat and a decision.
Dungeon Master Fiat is authoritative and arbitrary. What you decide is hopefully neither.
I hope these tables and ideas inspire you to fill your games with non-player characters that
capture the imagination of your players enough so that they stay alive for many sessions.
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Appendix E: Reference
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1 4 7 10 13 16 19
1. Accusative 1. Confused 1. Fierce 1. Intellectual 1. Obdurate 1. Restless 1. Taciturn
10. Ambiguous 10. Cranky 10. Frightened 10. Joking 10. Ornery 10. Sassy 10. Transparent
11. Analytical 11. Creepy 11. Frivolous 11. Jolly 11. Optimistic 11. Savage 11. Treacherous
12. Angry 12. Critical 12. Frustrated 12. Joyous 12. Organized 12. Scared 12. Trouble-
13. Animated 13. Cruel 13. Furtive 13. Judgmental 13. Ostentatious 13. Scolding maker
14. Annoying 14. Cultured 14. Garrulous 14. Jumpy 14. Outgoing 14. Secretive 13. Trusting
15. Anxious 15. Curious 15. Genial 15. Kind 15. Overbearing 15. Self-effacing 14. Truthful
16. Apathetic 16. Cynical 16. Gentle 16. Know-it-all 16. Paranoid 16. Selfish 15. Uncommitted
17. Apologetic 17. Daring 17. Giddy 17. Languid 17. Passionate 17. Selfless 16. Understanding
18. Apprehensive 18. Dashing 18. Gloomy 18. Lazy 18. Pathological 18. Senile 17. Unfriendly
19. Argumentative 19. Deceitful 19. Goofy 19. Lethargic 19. Patient 19. Sensible 18. Unhinged
20. Arrogant 20. Deceptive 20. Gossip 20. Lewd 20. Peaceful 20. Sensitive 19. Uninhibited
20. Unpredictable
2 5 8 11 14 17 20
1. Articulate 1. Deep 1. Gracious 1. Liar 1. Pensive 1. Sensual 1. Unruly
10. Brave 10. Dishonest 10. Hateful 10. Magnanimous 10. Poised 10. Shameless 10. Vulgar
11. Bullying 11. Disrespectful 11. Heartbroken 11. Malicious 11. Polite 11. Shifty 11. Wanton
12. Callous 12. Distant 12. Helpful 12. Maudlin 12. Pompous 12. Shrewd 12. Wasteful
13. Calm 13. Distracted 13. Honest 13. Mean 13. Pondering 13. Shy 13. Weary
14. Candid 14. Distraught 14. Hopeful 14. Melancholy 14. Pontificating 14. Sincere 14. Whimsical
15. Cantankerous 15. Docile 15. Hostile 15. Melodramatic 15. Practical 15. Slanderous 15. Whiny
16. Capricious 16. Dogmatic 16. Humble 16. Merciless 16. Prejudiced 16. Sly 16. Wicked
17. Careful 17. Dominating 17. Humorless 17. Merry 17. Pretentious 17. Smug 17. Wisecracking
18. Careless 18. Dramatic 18. Humorous 18. Meticulous 18. Preoccupied 18. Snobbish 18. Wistful
19. Caring 19. Drunkard 19. Hurt 19. Mischievous 19. Promiscuous 19. Sober 19. Witty
20. Casual 20. Dull 20. Idealistic 20. Miscreant 20. Proper 20. Sociable 20. Zealous
3 6 9 12 15 18
1. Catty 1. Dumb 1. Imaginative 1. Miserly 1. Proselytizing 1. Solemn
10. Childish 10. Evil 10. Indifferent 10. Mysterious 10. Racist 10. Strict
11. Chivalrous 11. Expressive 11. Individualist 11. Naïve 11. Rascal 11. Stubborn
12. Clueless 12. Extroverted 12. Indolent 12. Narrowminded 12. Rash 12. Submissive
13. Clumsy 13. Faithful 13. Industrious 13. Needy 13. Realistic 13. Sultry
14. Cocky 14. Fanatical 14. Inept 14. Nefarious 14. Rebellious 14. Superstitious
15. Comforting 15. Fastidious 15. Inquisitive 15. Nervous 15. Reckless 15. Surly
16. Communicative 16. Fatalistic 16. Inexpressive 16. Nettlesome 16. Refined 16. Suspicious
17. Complacent 17. Fearful 17. Insecure 17. Neurotic 17. Repellent 17. Sybarite
18. Condescending 18. Fearless 18. Insensitive 18. Noble 18. Reserved 18. Sycophantic
19. Confident 19. Feral 19. Insulting 19. Nonchalant 19. Respectful 19. Sympathetic
20. Conformist 20. Fierce 20. Instructive 20. Nurturing 20. Responsible 20. Tactless
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Bibliography
Hack & Slash http://hackslashmaster.blogspot.com/
A. Wilson’s NPC Traits document (Original Location Unknown, copy available from Hack & Slash)
He lives and games with his beautiful wife and daughter. He has a little blog that talks about
gaming and game theory. He runs his megadungeon on G+. He’s also written many other
game aids, available free of charge. These include DM1: Interesting Treasure Generation,
DM2: Tricks, Empty Rooms, & Basic Trap Design, GA1: Psionics, and others. They are available
on his web page, Hack & Slash.
He really loves writing about gaming and has more things planned for the future. He can be
reached at ‘campbell at oook dot cz’ with questions and comments, and he has an insider
newsletter you can sign up for at https://tinyletter.com/Hackandslash if you want discounts
and the latest information on any new releases.
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