NPC Role Types¶
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.