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NPC Role Types

Part of NPCs World Verbs Rewards and Living World

Each NPC has a primary identity. An NPC may wear more than one hat, but one role should dominate.


Progression NPC

Unlocks something required for the story.

Examples:

  • Merchant lends the boat
  • Lighthouse Keeper restores the lighthouse route
  • Harbour Master reveals the map
  • Fisherman opens access to Whale Bay

Progression rewards are deterministic. They must never depend on random drops.


Practice NPC

Generates repeatable literacy problems.

Examples:

  • Merchant: labels, crates, signs, orders
  • Fisherman: nets, tide notes, boat names
  • Lighthouse Keeper: light logs, old messages, maps
  • Harbour Master: place names, route notes, records

Practice NPCs keep the game alive after the main story beat is complete.


Relationship NPC

Remembers the child and gradually changes dialogue.

Examples:

  • "You helped me with the boxes last time."
  • "The labels stayed on this time!"
  • "I saved this for you because you always help."

Relationship NPCs create emotional continuity.


Reward NPC

Gives physical world rewards as gratitude — not from a generic reward screen.

Examples: boat access, uniform pieces, map pieces, house decorations, keepsakes, photos, tools, ship upgrades.