Evolving NPC Personality and Love System

The purpose of this system is to create personality for NPCs, primarily for solo play and an optional mechanic for letting such NPCs fall in love with PCs (it is assumed that the player decides if their PC falls in love). If the love and romance aspect is of no interest to you, you can still use the system as a way of getting to know NPCs through interactions. It is system and setting agnostic, so feel free to use it with any game you want. This system is based on the personality aspects of my NPC Generator.

You should also know that I have a more recent alternative to this article - the D12 Friendship and Romance System. That one is easier to use and has a bit more content (some of which is reused from this one). However, it contains nothing regarding the personality of the NPCs.

Background to the love aspect

In some traditional computer dating games, the mechanic by which NPCs fall in love with the PC is that the player tries to find out what the NPCs like, and then gives that to them. In games like Stardew Valley, this often takes the form of figuring out what your NPC love interest's favorite object is, and then giving them a bunch of that object until they fall in love with you (yeah, it makes no sense to me either). In other games, you figure out what type of partner your love interest prefers and then you pretend to be that kind of partner (rather than just be yourself) in order to trick the NPC to fall in love with you. This is also highly questionable, and sends really strange messages to inexperienced young players about what love is and how relationships work.

How this system is different

This system is different. The falling in love aspect of this personality system is completely optional but if you do want to use it, it's based on finding someone you're compatible with rather than trying to get into everyone's pants. It is based on five real world personality aspects which define characters. You define the personality of your PC(s) as you see fit using this system, and the personalities of NPCs you come into contact with will gradually evolve randomly as you interact with them. If your personalities happen to be compatible, then love can happen - but it can't be forced.

The evolving personality system

If you've read my NPC Generator, then you will recognize the system. To define a personality, you have to set values from 1 to 7 for five different personality aspects:

  1. Openness: How open and curious you are.
  2. Conscientiousness: How careful and diligent you are.
  3. Extraversion: How interested you are in interacting with other people.
  4. Agreeableness: How "nice" or benevolent you are.
  5. Neuroticism: How worried or prone to moodiness or depression you are.

Meeting an NPC for the first time

Empty Personality sheet

The NPCs' personality aspect values will not be known to you until your PC(s) have interacted with them for a bit (because you don't generate those numbers until then). One by one, those five numbers will be revealed as PCs and NPCs get to know each other.

When you meet a new NPC, prepare a simple personality sheet for them, but don't add any numbers or descriptors to them yet.

Interacting with NPCs - Personality rolls

On this sheet, we have rolled a 4 on Agreeableness

Once a PC and an NPC have interacted with each other for some time, it's time to make a Personality roll. How often this should be done is up to you, but I'd recommend not rolling more than once (for a specific NPC) every 20 real world minutes, and only after the PC and NPC in question have had time to interact meaningfully.

How to make a Personality roll

1d20 Result
1-3 Agenda revealed
4-5 1
6-7 2
8-9 3
10-11 4
12-13 5
14-15 6
16-17 7
18-20 Perfect match

Agenda rolls

To make an Agenda roll (for example, if you got a result of "Agenda revealed" on a Personality roll), then roll for Goal, Focus, and Obstacle on the following table:

1d20 Goal Focus Obstacle
1 Acquire Adversary Alliance
2 Avenge Artefact Conflict
3 Betray Beast Conflicting interests
4 Conceal Child Criminal past
5 Conquer Enemy Distance
6 Destroy Idea Duty
7 Discover Knowledge Family
8 Escape Location Forbidden love
9 Expand Love Health
10 Explore Neighbor Honor
11 Gather Other NPC Hostility
12 Glorify Parent Lack of information
13 Infiltrate PC Lack of resources
14 Lead Relationship Law
15 Learn Relative Love
16 Oppose Revenge Mysterious circumstances
17 Prevent Reward Oath
18 Reconcile Ruler Opposing faction
19 Restore Structure Pursuers
20 Worship Wealth Time

If you got the result of "Other NPC" as the Focus, then randomly determine which one of your existing NPCs, or perhaps introduce a new one (which doesn't necessarily mean you have to create it right now).

Once you have the Goal, Focus, and Obstacle you have to figure out what it means, and write it down. For an example of how to do this, check the Agenda section of the NPC Generator.

If we got an agenda instead of a value, that means we're now done with this Personality roll; we learned an agenda of the NPC instead of getting to know an aspect of their personality. You can get another chance to get a value the next time you make a Personality roll for this NPC.

Adding a Descriptor

We got "Polite" as our Descriptor for Agreeableness

If we got a value for one of the Personality aspects (rather than an Agenda), it's time to generate a descriptor for it. This "descriptor" is simply a word which gives a verbal description of that particular aspect of the NPC's personality.

Once the NPC has all five of its values, you can stop doing this. You have now gotten to know this person. But you can still make rolls when you want to know how an NPC will react in a certain situation - see the section Personality rolls of NPCs you already know below.

Openness descriptors

1d4 Openness 1 Openness 2 Openness 3 Openness 4 Openness 5 Openness 6 Openness 7
1 Authoritarian Inflexible Dogmatic Skeptical Unbiased Philosophical Tolerant
2 Intolerant Pessimistic Conservative Resistant Receptive Flexible Progressive
3 Cynical Hard-headed Stubborn Realistic Open-minded Creative Optimistic
4 Narrow-minded Prejudiced Traditional Pragmatic Curious Inquisitive Adventurous

Conscientiousness descriptors

1d4 Consc. 1 Consc. 2 Consc. 3 Consc. 4 Consc. 5 Consc. 6 Consc. 7
1 Negligent Hedonistic Procrastinating Distracted Punctual Disciplined Ambitious
2 Irresponsible Impulsive Impatient Casual Patient Thorough Persevering
3 Careless Disorganized Unorganized Practical Responsible Efficient Methodical
4 Lazy Unreliable Indecisive Diligent Dependable Goal-oriented Perfectionist

Extraversion descriptors

1d4 Extrov. 1 Extrov. 2 Extrov. 3 Extrov. 4 Extrov. 5 Extrov. 6 Extrov. 7
1 Solitary Reserved Submissive Aloof Outgoing Jovial Energetic
2 Reclusive Shy Reflective Contemplative Sociable Cheerful Passionate
3 Private Introspective Quiet Ambivert Expressive Listener Flamboyant
4 Withdrawn Independent Serious Easy-going Lively Bubbly Flirtatious

Agreeableness descriptors

1d4 Agree. 1 Agree. 2 Agree. 3 Agree. 4 Agree. 5 Agree. 6 Agree. 7
1 Cruel Selfish Rude Arrogant Cooperative Kind Humorous
2 Greedy Boastful Sarcastic Argumentative Trusting Caring Forgiving
3 Deceptive Jealous Vain Polite Honest Compassionate Charming
4 Manipulative Cynical Competitive Diplomatic Loyal Generous Altruistic

Neurotisism descriptors

1d4 Neuro. 1 Neuro. 2 Neuro. 3 Neuro. 4 Neuro. 5 Neuro. 6 Neuro. 7
1 Serene Grounded Confident Relaxed Wary Sensitive Insecure
2 Stoic Calm Focused Concerned Tense Irritable Self-critical
3 Hardy Adaptable Stable Restless Anxious Moody Depressed
4 Poised Sensible Resilient Fickle Vulnerable Nervous Panicky

Personality rolls of NPCs you already know

Fully filled out Personality sheet

Personality rolls are not only for getting to know NPCs. They can also be used to check how they react or respond in a specific situation.

To find out how an NPC will act or react to something, use the following procedure:

  1. Decide which personality trait best fits what you're trying to find out. For example, if you want to know if the NPC wants to talk with the players, then NPC's Extraversion is probably the best trait to use.
  2. Formulate a yes/no question such that it includes the some variant of the name of the personality aspect. For example, "Is the NPC extroverted enough to want to talk to the party" is good because it includes a variation of the word "extraversion". However, "Is the NPC reluctant to talk" is bad, since "reluctant to talk" is the opposite of extraverted, so you'd end up with the opposite result of what you want.
  3. Roll 1d8. If the result is less than or equal to the NPC's personality aspect value, then the answer to the question is "yes", otherwise it is "no".
    • If you want to, you can allow the personality aspect value to be temporarily modified for a particular roll. For example, you might want the party's relationship status - or the outcome of a Persuasion roll - to affect it, increasing or decreasing the probability of a positive answer.

But what does the NPC look like?

If you want to randomly generate the appearance of an NPC, then turn to that section of the NPC Generator.

The Love system (optional)

Oh, you're interested in the love system, are you? Alright, ya horny bastard (read in Scottish accent for best effect), let's get into it.

If you want to use the Love system, you need to start by creating a personality sheet for your PC before you start playing - the PC needs a number from 1 to 7 for each of the five personality aspects above. The purpose of this is to see if you are "compatible" with the NPCs you meet. You can randomize these values if you want, but my recommendation is that you simply set them to the values you want - in other words, "design" the personality of your PC.

Making Personality rolls with the Love system

Every time you make a Personality roll for an NPC, you compare the NPC's value of that personality aspect (which you may have just generated if it wasn't already known) with the corresponding value for your PC.

What the Love points mean

Love points Meaning
-3 to -2 Dislike
-1 to 0 Uninterested
+1 to +2 Curious
+3 to +4 Interested
+5 to +7 Has a crush
+8 to +10 In love

Hurting or offending the NPC

If you do something which is not covered by these rules which hurts, offends, or puts the NPC in danger needlessly, then feel free to remove a Love point or two as you deem appropriate. Take the NPC's personality into account; someone with a high Neuroticism probably doesn't appreciate practical jokes, and someone with a high Conscientiousness will not take kindly to you making a mess of their home, and so on.

Courting rolls

What would be the point of love without courting? Once the NPC has taken an interest in your PC, you can start courting by making Courting rolls. There are various kinds of potential Courting rolls, all with different Difficulty classes (DCs). To make a courting roll:

Compare the result to the DC of the activity in question in the below table.

DC Activity
6 Asking the NPC on a date
7 Figuring out the NPC's love language
8 Make a sincere apology (only when called for)
8 Invite to intimate relations
10 Proposing a relationship
12 Proposing marriage (only if already in relationship)

Going on a date

Figuring out the NPC's love language

People have different love language - ways of communicating which they are especially receptive to, with the right person.

1d8 Love language Explanation
1 Words of affirmation Kind or encouraging words
2 Quality time Spending time together
3 Receiving gifts Receiving thoughtful gifts
4 Acts of service Being helped in daily life
5 Physical touch Being touched in a loving way
6 Admiration Opportunity to admire you
7 Protection Feeling protected
8 Adventure Doing something risky together

Each NPC can have two different love languages, but to figure them out you need a successful Courting roll for each.

Making a sincere apology

If you have done something that caused the NPC to lose at least one Love point and which warrants an apology, then you can (and should!) apologize.

Intimate relations

Proposing a relationship

If the Courting roll succeeds, then the NPC has agreed to enter a committed relationship with your PC. Once this has happened, you can choose to not use Love points anymore - you have won the love of your partner.

Unless, of course, you want to actually propose?

Proposing a marriage

If your PC and the NPC are already in a relationship, you can make a marriage proposal. If successful, your love accepts your hand in marriage. Unless you want to have the risk of falling out of love (which could be an interesting plot arc in and of itself), you could stop using the Love system once this happens.

Relationship events

Once you are in a committed relationship with an NPC (that is, a successful "Proposing a relationship" Courting roll has been made), then Relationship events can occur. These happen after you and the NPC have endured some sort of external pressure together - an adventure, or some other type of risky or dangerous situation. It is up to you to decide when it is appropriate to roll for a Relationship event.

The result of the roll depends on random chance, Love points, and a Recent events modifier which you must first figure out what it should be set to. It can have any value from -2 to +2. Set it according to how things have been going lately when it comes to external factors (not how things are going in the relationship itself).

Now that you've set the Recent events modifier (mod), you can roll for the Relationship event and look up the result in the table below:

2d6+LP+mod Event
9 or less Breakup
10 Ultimatum
11-12 Relationship conflict
13 External pressure
14 New boundary
15 A secret is revealed
16 NPC wants something
17 NPC makes a suggestion
18 NPC expresses happiness
19 Deepening bond
20 or more Grand gesture

What each of the results mean in practice will be explained below.

Breakup

The NPC has decided that this relationship isn't worth it anymore.

Ultimatum

The NPC is very unhappy with how things are progressing, and gives you an ultimatum.

Relationship conflict

External pressure

New boundary

Recent events have put a strain on the relationship, and the NPC is putting up a new boundary.

A secret is revealed

A secret concerning the NPC has come to light. Use the Action/Theme Oracle to come up with ideas about what it could be.

NPC makes a suggestion

Something has given the NPC an idea, and they now have a suggestion. Make an Agenda roll or use the Action/Theme Oracle to figure out what it entails. Let the NPC's personality influence what this means. An NPC with a low Extraversion value probably doesn't want to go to a large social gathering, and so on.

The NPC wants something

After everything that's happened, there is now something the NPC wants.

NPC expresses happiness

The NPC is happy with how things are turning out, despite any recent struggles.

Deepening bond

The things you have gone through together have strengthened the bond between you and the NPC.

Grand gesture

The NPC expresses their love by giving you something meaningful.

Conclusion

One of the reasons why I love solo RPGs and the TTRPG hobby in general, is that the whole experience is so customizable. Feel free to alter this system to suit your needs (or, ahem, desires). As long as you're having fun, there's no way to play incorrectly in a solo game.

In other words - go play, and have fun!

Oh, and if you like the idea of a system for keeping track of love between PCs and NPCs but you think this one requires too much bookkeeping, then I recommend my more recent article called D12 Friendship and Romance System. It reuses the better parts of this article but is easier to use, and has more content.

Donations & transparency

My content is provided free of charge, and you can use it, for free, with a clear conscience. However, donations on Ko-fi to offset the running costs are gratefully accepted since the site is running at a loss. There are no ads, no popups, no tracking, and thus this site makes no money other than donations.

There is absolutely no pressure to donate. I've chosen to make this site fully expecting to run it at a loss as a hobby project; what makes me the most happy is knowing that my content is available online. If you want to support it without donating, sharing it with your friends to help it reach new readers is also greatly appreciated.

For full transparency, a breakdown of all the costs associated with running this site and its companion site www.ttrpg-hangout.social is available on the About page.