Vengeance¶
An NPC with the vengeance motivation wants to harm another who has hurt them. Their desire for revenge could be proportional to the harm that was inflicted upon them, or they might wish to pay back their pain with interest. In some cases, a desire for vengeance can be satisfied only by the death of another, but an NPC might wish to pay back their own suffering with embarrassment, career failure, or some other less permanent pain.
An NPC with the vengeance pitfall believes that revenge solves nothing. They might have gained this belief firsthand, or they might simply not have the ambition to seek revengeβand they take a dim view of others who do.
Arguments that appeal to the vengeance motivation contend that the NPC can gain payback for their pain by helping the heroes. Example arguments include the following:
- "The servants of Ajax killed your sister as she scoured the city for his cults. The Black Iron Pact works for the Overlord. Give us her diaries, and we might uncover the pact's hideaway and deal a great blow to your hated foes."
- "That prankster Huckable made your trousers tear at the last council meeting. Don't you want to pay him back? We can arrange a delicious prank at the next gathering, but we need you to guarantee the safety of the orc refugees."
NPCs Change Over Time
Just like the heroes, NPCs in negotiations are complex individuals who can change over time. It's possible that the heroes might have to negotiate with the same NPC for several different favors during the course of a campaign, over which time the NPC's motivations and pitfalls might change. If the heroes turn a bandit captain with the greed and power motivations into a temporary ally, that criminal might learn from them, changing their ways to rob only those who exploit the poor and giving those earnings to people in need. The next time the heroes negotiate with the bandit captain, they have the benevolence and protection motivations.