Dirty Kurtis' NPC Intents Insturctions

Dirty Kurtis' NPC Intents Instructions Rebuilds generateNPCIntents around a typed handoff to the narrator. 🧵 Built as a set. This is one half of a two-mod system, designed alongside Dirty Kurtis' Narrative & Initial Start Instructions. They share a vocabulary and hand off to each other — this mod supplies the tags the narrator reads. Both are recommended together. Either runs alone. The default has the intent generator writing dialogue. That's the source of the quest-hook problem — an intent that can contain words will contain an information dump, and the narrator faithfully renders it. šŸŽÆ So intents carry no speech. They carry a verb and a move. WORKING Ā· ASKING Ā· TENDING Ā· EASING Ā· TESTING Ā· PROBING GUARDING Ā· AVOIDING Ā· STRIKING Ā· PRESSING Ā· OFFERING Ā· OPPOSING The model commits to the verb before writing the move Each verb has its own vocabulary — classify-then-act, not drift-into-whatever-feels-natural šŸ›”ļø The taxonomy is the safeguard Only PRESSING and OPPOSING reach for leverage, and both need resistance already in the scene Ten don't → NPCs stop treating the player as a mark WORKING = mid-task. Usually means no intent at all EASING = company with nothing to accomplish → stops companions inventing transactions in quiet scenes STRIKING = a plain attack, exempt from the mechanism rule → stops every combatant being forced to be clever āš”ļø In combat the verb says how OPPOSING is unavailable — everyone is opposing, so the tag would carry no information Only one combat verb is attack → a weak NPC gets AVOIDING or GUARDING, an elite goes PROBING then PRESSING Gives the narrator a causal chain to render instead of swing-swing-swing 🧩 Every intent is target → mechanism → effect Mechanism comes from the scene: ground, objects, witnesses, debts, time An intent that would work in an empty white room is rejected Abilities are how a verb executes, read off the character sheet — not a verb of their own šŸ”Œ The tag is the handoff Removing dialogue left the narrator inventing all speech blind — the verb is its register input [ASKING] speaks plainly and says too much [GUARDING] answers less than was asked [WORKING] answers without stopping Voice varies by situation, not only by character. The tag never appears in narration āš™ļø Recommended: Character Engine set to moderate or high The verb selection reads personality, role, and abilities off the character sheet Richer sheets → sharper verb choices and moves that actually fit the character On low, NPCs still tag correctly but the moves flatten toward generic āž”ļø Get the other half: Dirty Kurtis' Narrative & Initial Start Instructions — without it the tags are simply ignored.

Cover art for Dirty Kurtis' NPC Intents Insturctions, an intents mod on Voyage