Opening a Negotiation¶
A negotiation begins when the heroes ask something of an NPC and the Director deems that the circumstances require a negotiation. Those circumstances always involve the heroes requiring assistance that could change the course of the adventure, and having the NPC conflicted about working with them. Unlike combat, which can be thrust upon the heroes by violent allies or unexpected circumstances, the heroes must be the ones to willingly start a negotiation. Characters must want something from an NPC. Otherwise they have no reason to negotiate!
The Director can decide that an NPC who has something the players want could show up at their door and ask if the heroes want to negotiate. But it's always okay for the characters to say, "Not interested," and refuse to do so.
Stop Combat, Start Negotiation¶
If a hero wants to halt hostilities to negotiate with the other side, they can use a maneuver to make a hard Presence test (or another applicable test, as the Director determines) in an attempt to stop combat and start a negotiation. The test has a chance of success only if the Director believes the other side is willing and capable of negotiating. A foe who has the upper hand, who hates the heroes beyond measure, or who lacks sapience is unlikely to negotiate.
Starting Stats¶
An NPC's starting negotiation stats depend on their attitude toward the heroes, as shown on the Negotiation Starting Attitudes table, and can be adjusted by the Director as they see fit. A naturally irascible NPC might have lower patience, while a hostile NPC with a greater-than-expected stake in the negotiation topic might have a higher-than-typical interest.
Negotiation Starting Attitudes Table¶
| Attitude | Description | Interest | Patience |
|---|---|---|---|
| Hostile | Openly opposed to the heroes. Barely willing to listen. | 1 | 2 |
| Suspicious | Doubts the heroes' motives but is willing to listen. | 2 | 2 |
| Neutral | Doesn't feel one way or the other. Would probably rather be somewhere else, but doesn't want to be rude. | 2 | 3 |
| Open | Willing to listen, willing to help, as long as the heroes aren't asking too much. | 3 | 3 |
| Friendly | The heroes seem like the NPC's people. The NPC is willing to give them the benefit of the doubt. | 3 | 4 |
| Trusting | The NPC has reason to take the heroes at their word and will help if the characters don't screw this up. | 3 | 5 |