Game system In development NPC behaviour

Creature minds

What a creature is shapes how it fights: its kind of mind, its training and its temperament.

Kinds of mind

  • Simple — skeletons, cave spiders and mud crabs. No inference, no calls to others, no reading of evidence.
  • Animal — most wildlife. Can infer where a target is heading, call to others, and read what it sees.
  • Sapient — orcs and Highmere guards. Also recognises who is supporting whom, notices patterns, and uses cover.

Training

Training affects how well a creature does things, never what it knows: weapon handling, ranged skill, fighting as a group, and how quickly it reacts and adapts.

Temperament

Each creature has a temperament — aggression, caution, persistence and sociability — with small individual differences between creatures of the same kind. It shapes whether it gives ground or presses, how easily it is frightened, how long it keeps up a chase, how fast it adapts, and whether it rallies to protect others.

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