Expanding Solitaire Priorities for NPC Actions and Storytelling
Prioritizing some solitary functionality with NPCS
Expanding Solitaire Priorities for NPC Actions and Storytelling
Welcome back! This week we’re taking a break from the Forests of Wyndmoor, for a moment, and taking a look at the solitaire play priorities system I’ve and discussed previously, adapted from Avalon Hill’s, Firepower—but this time, with a broader focus that incorporates not just combat, but also narration, NPC decision-making, reactions, and roleplaying elements. This expanded system is designed to help solitaire players create dynamic, believable scenes without the need for a GM, while still feeling engaged in a reactive world.
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SOLITAIRE COMBAT DECISIONS
In solo play, since there’s no GM to control NPCs or guide the story, players need a set of rules to help determine what happens next. This system allows random die rolls and clear priorities to dictate NPC actions, narrative choices, and outcomes primarily during combat ensuring that gameplay remains interesting and dynamic.
These priorities will not only focus on combat, but also include roleplaying elements like how NPCs react to the player’s choices, how environments influence the story, and how random encounters can evolve narratively. When faced with multiple options of equal importance, a die roll will determine the outcome, injecting spontaneity into any adventure.
If you’re familiar with programming, you most likely know about loops. They are very present in a lot of tabletop games as well. Certain actions that are followed over in a certain way repeatedly. These solitaire priorities are followed in order to resolve NPC actions. By NPC I’m referring to both enemies and allies. Work through each Priority and only utilize the ones that you need, skipping over those that do not fit with the current situation.
Please note that there is one underlying aspect that makes this work. Making the best possible choice for the NPC based our understanding of what they would do, being that a zombie, or a tavern keeper. Without this in the back of your mind the whole system falls apart. So always think about what would the NPC do in this situation considering what or who they are and the nature of their mind and understanding.
Priority Zero: Introduction, Healing & Survival Instinct
Narrative Related:
Did an NPC make an Appearance and or Approach?
Friendly NPC
1: NPC Hides themselves slightly, hands in their pockets
2: Approaches with a visible smile, hands raised in peace.
3: Waves from a distance, calling out a greeting.
4: Walks slowly and deliberately, observing cautiously.
5: Offers a small gift or token as a gesture of goodwill.
6: Appears tired but gives a friendly nod.
7: Engages in casual conversation, making jokes.
8: Shows excitement, eager to share news or ask for help.
9: Offers to assist you with a task or share resources.
10: Sits down nearby, making themselves comfortable.
11: Compliments you or expresses admiration.
12: Greets you as if you’re an old friend, full of warmth.
13: Quietly sits down next to you, respectful and calm.
14:Offers advice or suggestions for your current situation.
15: Stands by your side, ready to support your actions.
16: Briefly touches your shoulder or arm in reassurance.
17: Expresses curiosity about your goals or mission.
18: Playfully challenges you to a friendly contest.
19: Shares a story or insight to lighten the mood.
20: Politely asks for help with something but offers assistance in return.
Hostile NPC
1: Surprise Attack, They appear out of nowhere.
2: Emerges from the shadows, weapon already drawn.
3: Taunts you, mocking your abilities or intentions.
4: Approaches cautiously but with clear ill intent.
5: Stalks toward you, eyes narrowed in suspicion.
6: Blocks your path, issuing a warning.
7: Throws something at you, testing your reactions.
8: Mutters curses under their breath, visibly hostile.
9: Makes threatening gestures, daring you to make the first move.
10: Steps into view with a predatory grin.
11: Circles you, looking for a weakness.
12 Glares in silence, gripping a weapon tightly.
13: Growls a threat, making their aggression known.
14: Gives a low, menacing chuckle before speaking.
15: Cracks their knuckles or weapon, ready to fight.
16: Paces back and forth, clearly agitated.
17: Issues an ultimatum, demanding something from you.
18: Rushes toward you, trying to catch you off guard.
19: Laughs darkly, eager for confrontation.
20: Makes the first strike, throwing you into combat.
Whether they're friendly or hostile, you can let the dice guide how they interact, setting the scene for further choices or actions. I suggest a 1d10 with 1-5 being hostile, and 6-10 being friendly. Or odd/even for an even simpler method.
Combat related
This is the foundation of survival in any game, especially when dealing with NPCs and creatures. If a character (NPC, ally, or enemy) has the ability to heal or perform a survival action (such as using herbs, applying a potion, or retreating to avoid danger), there is a sliding scale of likelihood based on their remaining health or perceived danger.
At 25% health, there’s a 25% chance they’ll retreat or heal.
At 50% health, the chance increases to 50%.
At 75% health, there's a 75% chance of them taking a defensive or healing action unless they are cornered or locked in combat.
Rolling a d100 is a quick way of checking the chances of an NPC action. For example at 25% health, I roll a 23 on a d100, which is less than 25, therefore the NPC heals or performs an action that benefits them the most.
Priority One: NPC Non Combat Engagement
When there is no immediate need for melee or combat, NPCs may engage in various non-combat actions depending on their environment, role, and objectives. These choices help enrich the world, create tension, or offer strategic options that influence the player’s decisions.
Examples of Non-Combat Choices for NPCs:
1. Environmental Interaction:
NPCs often manipulate the environment for a variety of purposes, such as protection, resource gathering, or aiding exploration.
Investigate surroundings – The NPC surveys the area, looking for signs of danger or hidden objects.
Forage for resources – The NPC gathers herbs, food, or materials from their environment for future use.
Set up a temporary camp – If the NPC is traveling or in a wilderness area, they may gather supplies and build a small shelter.
Secure an area – The NPC takes precautionary measures by blocking paths, setting up barriers, or clearing debris.
Mark a trail – The NPC marks trees or stones to remember a path or leave signals for others.
2. Social Actions:
In non-combat situations, NPCs may engage with others to gain information, develop relationships, or work toward long-term goals.
Trade or barter – The NPC offers items or services in exchange for something they need.
Share information – The NPC reveals knowledge, such as local rumors, maps, or useful advice.
Negotiate peace – If tensions are high, the NPC may attempt to broker a truce or peaceful resolution.
Recruit help – The NPC seeks out allies or additional party members to assist with a task or mission.
Offer a quest – The NPC requests help with an ongoing issue or offers a task that aligns with their goals.
3. Defensive Measures:
When expecting danger but not immediately in combat, NPCs may focus on protection or avoiding conflict altogether.
Hide or camouflage – The NPC conceals themselves using the environment to avoid detection.
Set up alarms – The NPC arranges a makeshift warning system using bells, twine, or environmental cues to detect intruders.
Evade detection – The NPC uses stealth or misdirection to avoid being seen or followed by hostile forces.
Lock or barricade doors – In a building or dungeon, the NPC might block entrances or fortify a room to prevent intruders.
Distract or mislead – The NPC creates a distraction, such as throwing a rock or causing a commotion, to divert attention away from themselves.
4. Mystical or Magical Actions (if applicable):
For NPCs with magical abilities or access to supernatural elements, their non-combat actions may involve the manipulation of magic or the use of ritualistic or divine powers.
Perform a ritual – The NPC takes time to cast a protective spell or summon assistance from supernatural forces.
Scry for information – Using a crystal ball, mirror, or other divination tools, the NPC attempts to gain insight into future events or unseen dangers.
Leave magical wards – The NPC sets protective sigils or runes around a location to prevent enemies from entering or detecting them.
Communicate with spirits – The NPC calls upon otherworldly entities to seek guidance, warnings, or aid.
Enchant items – The NPC imbues objects with magical properties, preparing tools or weapons for future encounters.
5. Exploration and Knowledge-Gathering:
Some NPCs may prioritize uncovering information or mapping areas to aid in the broader narrative or mission objectives.
Explore the area – The NPC moves quietly, mapping the terrain and taking note of important landmarks or dangers.
Read old texts or scrolls – If the NPC is in a library, temple, or other knowledge-rich environment, they may spend time researching ancient writings.
Decipher ancient languages or runes – The NPC attempts to understand mystical or cryptic symbols found in their surroundings.
Investigate relics or artifacts – The NPC examines mysterious objects to discern their origins, purpose, or magical properties.
Scout ahead – The NPC moves ahead of the group, quietly searching for traps, enemies, or hidden passageways.
NPC Combat-Related, and Non-Combat Actions:
NPCs don't always have to engage directly in combat; they may instead make tactical or strategic moves that influence the battlefield or their surroundings. Here are some examples of non-combat actions that are still related to combat scenarios: (d12)
1. Assess the Situation
The NPC pauses to evaluate the battlefield, identifying key threats, cover, or escape routes. This could also include observing for hidden traps, environmental hazards, or backup forces.
2. Issue Orders or Coordinate:
If the NPC is a leader or tactician, they may shout orders to allies, directing them toward better positions or new objectives. This can include calling for a retreat, regroup, or flank.
3. Secure Important Terrain:
NPCs might prioritize capturing or holding a strategically important point, such as a hilltop, doorway, or choke point. They could also try to block an escape route or seal a passageway.
4. Protect Vulnerable Allies:
Instead of fighting, an NPC may move to guard a weaker or more important ally (such as a healer or leader), acting as a shield or preparing to defend that ally if they are targeted.
5. Prepare Environmental Hazards:
NPCs might take actions to manipulate their environment. For example, knocking over a barrel to create an obstacle, setting fire to a flammable object, or spilling oil on the ground to create a slick surface.
6. Use Supportive Abilities or Spells:
Instead of attacking, NPCs might focus on boosting allies with spells, healing, or providing tactical buffs (like increasing an ally's attack or defense). They may also debuff enemies, slowing them down or causing distractions.
7. Distract the Enemy:
NPCs can create distractions, such as throwing a rock, yelling out a false command, or lighting something on fire to draw attention away from their main force. This gives them or their allies an opportunity to act more freely.
8. Feint or Bluff:
Rather than attacking, an NPC may attempt to bluff their way out of combat by pretending to surrender or offer false terms of negotiation, only to plan an escape or strike later.
9. Loot or Gather Resources:
NPCs might take the opportunity to grab valuable items, resources, or weapons off the ground while others are distracted by combat. This could include disarming traps, searching a downed enemy for keys, or collecting items needed for later objectives.
10. Block Reinforcements:
If the NPC suspects reinforcements are coming from another direction, they might move to block an entrance or lock a door to prevent additional threats from arriving.
11. Signal for Help or Alert Others:
Instead of engaging directly, an NPC might use a horn, fire a flare, or send a magical signal to alert other groups, summoning reinforcements or alerting their superiors to danger.
12. Barter or Appeal to Reason:
In certain situations, the NPC might try to appeal to the players’ reason, offering trade, information, or even bribes to avoid direct confrontation.
Environmental or Tactical Decisions
This focuses on how NPCs interact with their surroundings and use environmental features to their advantage. Rather than blindly attacking, an NPC may take cover, try to flank the player, or utilize the terrain to set traps.
For example, if an NPC is in a forest, they may:
- Take cover behind trees for defensive purposes.
- Set traps or alarms if they are protecting a specific area.
- Call for reinforcements if they are part of a larger group.
New NPCs: Conversation Initiation
When a new NPC first engages the player character (PC) or player-controlled NPCs, the conversation should reflect the NPC's initial intent, mood, or objective. Use a d10 roll to determine their conversational approach:
d10 Table for New NPCs:
1. Curious – The NPC asks questions, intrigued by the PC's appearance or actions.
2. Guarded – The NPC speaks cautiously, revealing little about themselves.
3. Friendly – The NPC is welcoming, initiating polite conversation or offering help.
4. Hostile – The NPC speaks aggressively or challenges the PC's intentions.
5. Deceptive – The NPC tries to manipulate the PC, speaking with hidden motives.
6. Inquisitive – The NPC probes for information, actively seeking answers from the PC.
7. Aloof – The NPC is distant and disinterested in conversation.
8. Helpful – The NPC immediately offers advice, guidance, or assistance.
9. Suspicious – The NPC distrusts the PC, questioning their motives.
10. Impressed – The NPC admires the PC, possibly offering praise or seeking alliance.
Existing NPCs: Ongoing Conversation:
For established NPCs who have already interacted with the player, their dialogue should evolve based on their relationship with the PC. Use this d10 table for more in-depth conversations:
d10 Table for Existing NPC Conversations:
1. Advisory – The NPC provides advice or guidance based on their knowledge of the PC’s journey.
2.Affectionate – The NPC shows care, warmth, or concern toward the PC, indicating a bond.
3. Argumentative – The NPC disagrees with the PC or challenges their recent actions.
4. Reflective – The NPC discusses past events or experiences shared with the PC.
5. Requesting – The NPC asks the PC for assistance with a task or favor.
6. Revealing – The NPC shares a secret or previously hidden information with the PC.
7. Teasing – The NPC engages in playful banter or sarcasm with the PC.
8. Conspiratorial – The NPC whispers plans or speaks secretly, suggesting intrigue or scheming.
9. Warning – The NPC expresses concern, issuing a warning or cautioning the PC about danger.
10. Defensive – The NPC reacts to a perceived slight or disagreement with the PC, becoming defensive.
Environmental Choices
When there is no immediate need for melee or combat, NPCs may engage in various non-combat actions depending on their environment, role, and objectives. These choices help enrich the world, create tension, or offer strategic options that influence the player’s decisions.
Examples of Non-Combat Choices for NPCs:
1. Environmental Interaction:
NPCs often manipulate the environment for a variety of purposes, such as protection, resource gathering, or aiding exploration.
Investigate surroundings – The NPC surveys the area, looking for signs of danger or hidden objects.
Forage for resources – The NPC gathers herbs, food, or materials from their environment for future use.
Set up a temporary camp – If the NPC is traveling or in a wilderness area, they may gather supplies and build a small shelter.
Secure an area – The NPC takes precautionary measures by blocking paths, setting up barriers, or clearing debris.
Mark a trail – The NPC marks trees or stones to remember a path or leave signals for others.
2. Social Actions:
In non-combat situations, NPCs may engage with others to gain information, develop relationships, or work toward long-term goals.
Trade or barter – The NPC offers items or services in exchange for something they need.
Share information – The NPC reveals knowledge, such as local rumors, maps, or useful advice.
Negotiate peace – If tensions are high, the NPC may attempt to broker a truce or peaceful resolution.
Recruit help – The NPC seeks out allies or additional party members to assist with a task or mission.
Offer a quest – The NPC requests help with an ongoing issue or offers a task that aligns with their goals.
3. Defensive Measures:
When expecting danger but not immediately in combat, NPCs may focus on protection or avoiding conflict altogether.
Hide or camouflage – The NPC conceals themselves using the environment to avoid detection.
Set up alarms – The NPC arranges a makeshift warning system using bells, twine, or environmental cues to detect intruders.
Evade detection – The NPC uses stealth or misdirection to avoid being seen or followed by hostile forces.
Lock or barricade doors – In a building or dungeon, the NPC might block entrances or fortify a room to prevent intruders.
Distract or mislead – The NPC creates a distraction, such as throwing a rock or causing a commotion, to divert attention away from themselves.
4. Mystical or Magical Actions (if applicable):
For NPCs with magical abilities or access to supernatural elements, their non-combat actions may involve the manipulation of magic or the use of ritualistic or divine powers.
Perform a ritual – The NPC takes time to cast a protective spell or summon assistance from supernatural forces.
Scry for information – Using a crystal ball, mirror, or other divination tools, the NPC attempts to gain insight into future events or unseen dangers.
Leave magical wards – The NPC sets protective sigils or runes around a location to prevent enemies from entering or detecting them.
Communicate with spirits – The NPC calls upon otherworldly entities to seek guidance, warnings, or aid.
Enchant items – The NPC imbues objects with magical properties, preparing tools or weapons for future encounters.
5. Exploration and Knowledge-Gathering:
Some NPCs may prioritize uncovering information or mapping areas to aid in the broader narrative or mission objectives.
Explore the area – The NPC moves quietly, mapping the terrain and taking note of important landmarks or dangers.
Read old texts or scrolls – If the NPC is in a library, temple, or other knowl
NPCs looking for opportunities to outwit the player.
Using objects in the environment, like knocking over a barrel to create an obstacle.
Priority Three: NPC Narrative Decisions and Reactions
This is where narrative-driven decisions come into play. NPCs don’t just act based on combat or survival instincts but also based on who they are, what they want, and their relationship to the player or other characters. Roleplay elements can include:
Friendly NPCs: May choose to assist the player by giving information, offering supplies, or providing aid. A die roll can determine whether they do so willingly or reluctantly.
Enemies or Neutral NPCs: Might taunt the player, react to bribes, or hold back crucial information unless properly convinced.
In narrative terms, you might ask:
Does this NPC have a hidden agenda? How does this NPC feel about the player’s actions thus far? Is there a history between them that would color their decisions?
For each of these choices, dice can be used to simulate randomness or reluctance. Perhaps the NPC hesitates to reveal critical information (roll d6: 1-3 they refuse, 4-6 they spill it).
Priority Four: NPC Combat Engagement
When combat is unavoidable, NPCs prioritize ranged attacks, spells, or melee actions based on their abilities and available targets.
If the NPC has ranged abilities, they will attack from cover or higher ground if possible.
If the NPC is a spell caster, they may choose to debuff or weaken their target first before casting more powerful spells.
Melee fighters prioritize closing the distance and attacking. However, if there are multiple enemies or the player presents a greater threat, they may choose to retreat or wait for backup.
This priority also introduces the idea of tactical advantage. If the NPC can gain a tactical advantage (like positioning behind the player or using a spell to hinder the player's movement), that should be their main goal before going all-in.
Priority Five: Reaction to Player’s Actions
NPCs don’t operate in a vacuum. They react to the player’s choices and actions, especially when those choices impact the world around them. For example:
If the player makes a deal with a rival faction, loyal NPCs might lose trust in them. If the player destroys a local town, NPCs might become hostile, fearful, or try to flee.
Morality comes into play. NPCs who are good-aligned might refuse to assist if the player engages in too many morally questionable activities.
Use a d6 to determine the severity of an NPC’s reaction to a major player decision, with a roll of 1 meaning no reaction, and 6 meaning a strong reaction (such as betrayal or refusal to help).
Priority Six: Exploration and Downtime
Finally, if all other priorities have been addressed or there are no immediate threats, NPCs may take time to explore their environment, gather resources, or perform other non-combat actions:
Gathering resources: NPCs might search for herbs, weapons, or clues.
Exploration: They may scout ahead or look for hidden doors, traps, or treasures.
Rest and Recovery: In moments of downtime, NPCs may prepare camp, recover lost health, or engage in roleplay activities such as hunting, praying, or interacting with other NPCs.
This priority opens up non-combat avenues, allowing NPCs to enrich the narrative, find new objectives, or engage in roleplay encounters. For example, if the party is stuck in a dungeon and a fight has just ended, an NPC may start searching for hidden compartments, rather than waiting for the next fight.
Use, reuse and modify as needed.
And that’s it for this week. Thanks for tagging along. We’ll most likely get back into the Forests of Wyndmoor next week. I just needed to break things up a bit so to prevent stagnation. My League of Dungeneers box arrives on Monday, today for most of you. Quite exiting! It’s been just under a year by a few weeks since I backed it. I hope everyone has an amazing week! Face the challenges ahead and forge a new direction in your life this week.
Please, as always take care of yourselves and one another.
I’ll see you next week.