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Negotiation

Negotiation is an optional framework for high-stakes social encounters where the outcome genuinely matters.

Not every conversation requires negotiation. A merchant selling supplies, a guard asking for papers, or a contact sharing rumors can be resolved through simple roleplaying or a single skill check.

Negotiation is for moments when:

  • The NPC has something the party needs and isn't easily convinced
  • Multiple approaches exist, each with different outcomes
  • Failure has real consequences
  • The GM wants structure for a complex social encounter

Negotiation treats important NPCs as people with their own priorities, limits, and tolerance for being pushed.


When to Use Negotiation

Use negotiation when:

  • Convincing a lord to lend their army
  • Persuading a merchant guild to break a contract
  • Negotiating safe passage through hostile territory
  • Securing an audience with someone who doesn't want to see you
  • Bargaining for information, resources, or favors that matter

Skip negotiation when:

  • A single skill check would suffice
  • The outcome is already determined by the fiction
  • The NPC has no reason to resist or cooperate
  • Time at the table would be better spent elsewhere

The GM decides when to invoke negotiation rules.


Core Mechanics

Negotiation tracks two values for the NPC, each ranging from 0 to 5:

Interest

Interest represents how much the NPC wants to help, agree, or cooperate.

  • Interest starts at 1 for neutral NPCs
  • Interest starts at 0 for hostile or opposed NPCs
  • Interest starts at 2 for friendly or sympathetic NPCs

Interest increases when the party makes compelling arguments.
Interest decreases when the party offends, threatens, or missteps.

Patience

Patience represents how long the NPC will continue negotiating.

  • Patience starts at 3 for most NPCs
  • Patience starts at 2 for busy, irritable, or distracted NPCs
  • Patience starts at 4 for patient, curious, or invested NPCs

Patience decreases each time the party makes an argument.
Patience can increase through exceptional persuasion or by honoring the NPC's preferences.

When Patience reaches 0, negotiation ends immediately with the NPC's current offer based on Interest.

When Interest reaches 0, the NPC refuses to negotiate further and may actively oppose the party.

When Interest reaches 5, the NPC agrees enthusiastically and may offer more than asked.


NPC Motivations and Pitfalls

Every NPC worth negotiating with has at least two Motivations and one Pitfall.

Motivations

Motivations are what the NPC cares about deeply.

Arguments that appeal to a Motivation are easier to make successfully.

Examples of motivations:

  • Authority - respecting hierarchy, law, or tradition
  • Benevolence - helping others, easing suffering
  • Discovery - learning, curiosity, understanding
  • Freedom - independence, choice, avoiding control
  • Greed - wealth, profit, material gain
  • Justice - fairness, punishment, balance
  • Legacy - being remembered, family honor, lasting impact
  • Peace - avoiding conflict, harmony, stability
  • Power - control, influence, dominance
  • Protection - defending loved ones, territory, values
  • Revelry - pleasure, excitement, entertainment
  • Vengeance - settling scores, punishing wrongs

This list is not exhaustive. The GM creates motivations appropriate to the NPC and setting.

Pitfalls

Pitfalls are things the NPC reacts poorly to.

Arguments that trigger a Pitfall are harder to make successfully and may decrease Interest or Patience.

Pitfalls often mirror motivations (someone motivated by Freedom hates being controlled; someone motivated by Authority hates disrespect).

Examples of pitfalls:

  • Disrespecting their authority or status
  • Suggesting they abandon their principles
  • Threatening those they care about
  • Insulting their intelligence or competence
  • Wasting their time with irrelevant arguments
  • Appealing to motivations they don't share

Pitfalls don't need to be secret. A visibly impatient noble clearly values efficiency. A priest who bristles at blasphemy clearly values reverence.


Making Arguments

Each party member may make one argument per round of negotiation.

An argument is a specific attempt to convince the NPC through:

  • Logic - appealing to reason, self-interest, or consequences
  • Emotion - appealing to values, relationships, or identity
  • Evidence - presenting facts, proof, or credible testimony

The player describes their argument, then rolls:

Argument Check:

  • Logic-based arguments: Cunning + Diplomacy or Reason + Persuade
  • Emotion-based arguments: Presence + Persuade or Intuition + Empathy
  • Evidence-based arguments: Reason + Lore or Intuition + Awareness

Target Difficulty depends on the argument's relevance:

Argument Type Target Difficulty
Appeals to a known Motivation 12
Relevant to NPC's situation 14
Neutral or generic 16
Triggers a known Pitfall 18

The GM may adjust TD based on:

  • Quality of the argument as presented
  • Previous arguments establishing context
  • NPC's current mood (influenced by earlier results)
  • External pressures or distractions

Outcomes

Success (meeting or exceeding TD):

  • NPC's Interest increases by 1
  • NPC's Patience decreases by 1
  • Exceptional success (exceeding TD by 5+): Patience does not decrease

Failure (missing TD by 1-4):

  • NPC's Patience decreases by 1
  • Interest remains unchanged

Dismal Failure (missing TD by 5+):

  • NPC's Interest decreases by 1
  • NPC's Patience decreases by 1

Discovering Motivations and Pitfalls

If the party doesn't know an NPC's Motivations or Pitfalls, they can attempt to discover them during negotiation.

Discovery Check:

  • Intuition + Awareness (reading body language, tone)
  • Intuition + Empathy (understanding emotional state)
  • Reason + Lore (recalling reputation, history)

Target Difficulty: 14

Success: The character learns one Motivation or Pitfall (player's choice).

Failure (missing by 1-4): No information gained.

Dismal Failure (missing by 5+): No information gained, and the NPC realizes they're being analyzed. Patience decreases by 1.

Discovery attempts can only be made once per negotiation per character.

Characters can also discover Motivations and Pitfalls outside negotiation through:

  • Research and investigation before the encounter
  • Conversations with people who know the NPC
  • Observing the NPC in other contexts
  • Using Effort to trigger a Flashback ("I spoke with the captain's steward yesterday...")

NPC Responses

The GM should make the NPC's response to each argument clear through roleplaying.

Positive Response (Interest increased)

The NPC signals agreement, reconsideration, or softening:

  • "That's... a fair point."
  • "I hadn't considered it that way."
  • "You may be right about that."
  • Nodding, leaning forward, lowering defenses

Neutral Response (Patience decreased, Interest unchanged)

The NPC signals they're listening but unconvinced:

  • "I've heard that argument before."
  • "You'll need to offer more than that."
  • "Go on."
  • Folded arms, noncommittal expression

Negative Response (Interest decreased)

The NPC signals offense, frustration, or distrust:

  • "How dare you suggest—"
  • "You've wasted enough of my time."
  • "I thought better of you."
  • Anger, dismissal, stepping back

Running Out of Patience

When Patience is low (1-2), the NPC warns the party:

  • "Make your point quickly."
  • "I'm losing interest in this conversation."
  • "This is your last chance to convince me."

Ending Negotiation

Negotiation ends when:

  • Interest reaches 5 ("Yes, and...")
  • Interest reaches 0 ("No, and...")
  • Patience reaches 0 (current offer based on Interest)
  • The party accepts the NPC's current offer
  • The party withdraws from negotiation
  • Combat or other interruption occurs

Final Outcomes by Interest Level

Interest 5 - "Yes, and..."
The NPC agrees to everything requested and offers something extra. This is the best possible outcome. The NPC may waive costs, provide additional support, or become a lasting ally.

Interest 4 - "Yes"
The NPC agrees to the request as presented. No additional concessions, but no penalties either.

Interest 3 - "Yes, but..."
The NPC agrees but with conditions, delays, or reduced scope. "I'll lend you the army, but only for thirty days" or "You can have the artifact, but you'll owe me a favor."

Interest 2 - "Maybe"
The NPC doesn't commit. They may offer partial help, suggest alternatives, or ask the party to prove themselves first.

Interest 1 - "No"
The NPC declines. No hostility, but the answer is no. The party may try again later under different circumstances.

Interest 0 - "No, and..."
The NPC refuses and becomes hostile. They may spread rumors, deny future access, or actively oppose the party's goals.


Special Circumstances

Multiple Party Members

When multiple party members make arguments in the same round, resolve them in any order the party prefers. Each argument affects Interest and Patience independently.

This means a strong argument can be followed by a weaker one, or vice versa. The party should coordinate their approach.

Threats and Intimidation

If the party threatens violence or makes ultimatums, negotiation ends immediately.

The relationship has changed from negotiation to coercion. The GM determines the NPC's response based on:

  • Whether they believe the threat
  • Whether they have alternatives
  • Their personality and values

Most NPCs do not respond well to threats. Some fold. Some fight. Few forget.

Bribes and Incentives

Offering concrete incentives (gold, favors, services) doesn't require a roll.

Instead, the GM decides if the offer is sufficient to:

  • Increase Interest by 1 (small incentive)
  • Increase Interest by 2 (significant incentive)
  • Increase Interest by 3 (extraordinary incentive)

Bribes bypass argument checks but still consume Patience (unless the NPC explicitly welcomes them).

Using Effort

Effort can be spent during negotiation to:

  • Reroll an argument check (standard Effort use)
  • Gain advantage on a Discovery check (1 Effort)
  • Prevent Patience from decreasing after a failed argument (1 Effort, once per negotiation)
  • Invoke a Flashback to reveal prior preparation ("I researched the marquis's family history...")

GM Guidance

Creating NPCs for Negotiation

When designing an NPC for negotiation:

  1. Determine starting Interest and Patience

    • Neutral NPC: Interest 1, Patience 3
    • Adjust based on NPC's relationship to party 2. Choose 2-3 Motivations

    • What does this NPC care about?

    • What would change their mind? 3. Choose 1-2 Pitfalls

    • What offends them?

    • What do they refuse to tolerate? 4. Decide what they're willing to offer at each Interest level

    • Interest 1: Nothing

    • Interest 2: Minimal help
    • Interest 3: Conditional agreement
    • Interest 4: Full agreement
    • Interest 5: Full agreement + bonus 5. Consider what happens if negotiation fails

    • Do they become hostile?

    • Can the party try again later?
    • Are there consequences?

Running Negotiation at the Table

  • Telegraph Motivations and Pitfalls through roleplaying
    A devout priest clearly values faith. An impatient warlord clearly values efficiency.

  • Make the NPC's responses clear
    Players should know if they're making progress or digging a deeper hole.

  • Don't hide the mechanics
    Players can see Interest and Patience values. This creates tactical tension ("We're running out of time").

  • Let players coordinate
    Allow brief discussion between arguments so the party can strategize.

  • End negotiation when the fiction demands it
    If the party's arguments become absurd or the NPC has clearly made up their mind, don't force more rounds.

Adjusting Difficulty

If negotiation feels too easy:

  • Start Interest lower (0 for hostile NPCs)
  • Start Patience lower (2 instead of 3)
  • Add more Pitfalls
  • Increase base TDs

If negotiation feels too hard:

  • Start Interest higher (2 for sympathetic NPCs)
  • Start Patience higher (4 instead of 3)
  • Make Motivations more obvious
  • Decrease base TDs

Examples

Example 1: The Reluctant Merchant Prince

Setup: The party needs a merchant prince to break a trade contract with a rival house.

NPC: Merchant Prince Tavik

  • Interest: 1 (neutral)
  • Patience: 3
  • Motivations: Greed, Legacy
  • Pitfalls: Disrespecting his reputation, wasting his time

Round 1:

  • Argument: "If you break the contract now, you'll position yourself as the primary supplier when the rival house collapses."
  • Check: Cunning + Diplomacy, TD 12 (appeals to Greed)
  • Result: Success! Interest → 2, Patience → 2

Round 2:

  • Argument: "Your family's name will be remembered as the house that destroyed House Carrick."
  • Check: Presence + Persuade, TD 12 (appeals to Legacy)
  • Result: Success! Interest → 3, Patience → 1

Round 3:

  • Argument: "Besides, we'll make it worth your while." (offers 500 gold)
  • Incentive: GM rules this is worth +1 Interest
  • Result: Interest → 4, Patience → 0

Outcome: Patience hits 0. Tavik agrees (Interest 4 = "Yes") and breaks the contract.


Example 2: The Skeptical Guard Captain

Setup: The party needs the city watch to ignore their activities in the warehouse district for one night.

NPC: Guard Captain Mira

  • Interest: 0 (she suspects they're up to no good)
  • Patience: 2 (busy, doesn't trust them)
  • Motivations: Justice, Protection (of citizens)
  • Pitfalls: Lawbreaking, threats

Round 1:

  • Argument: "We're tracking a smuggling ring. If you let us work tonight, we'll bring you proof."
  • Check: Cunning + Diplomacy, TD 12 (appeals to Justice)
  • Result: Success! Interest → 1, Patience → 1

Round 2:

  • Argument: "If we don't stop them, they'll flood the district with dangerous alchemicals."
  • Check: Presence + Persuade, TD 12 (appeals to Protection)
  • Result: Success! Interest → 2, Patience → 0

Outcome: Patience hits 0. Mira makes a conditional offer (Interest 2 = "Maybe"). "I'll look the other way tonight. But if you're lying, I'll throw you in a cell myself."


Design Intent

Negotiation exists to:

  • Give structure to high-stakes social encounters
  • Make NPC motivations matter mechanically
  • Create tactical decisions during social scenes
  • Prevent "one roll decides everything" outcomes
  • Reward parties who investigate, prepare, and coordinate

Negotiation should feel like:

  • A puzzle to solve (what does this person want?)
  • A resource management challenge (how much Patience do we have left?)
  • A team effort (multiple party members working together)

Negotiation should not feel like:

  • A replacement for roleplaying
  • A mandatory system for every conversation
  • A way to force NPCs to act against their nature

Use negotiation when it adds to the story.
Skip it when it doesn't.