Writing or reviewing what Eleblorb's NPCs say (talk_lines, vendor_lines, keeper lines, schedules' remarks). Use whenever a resident gets lines, a settlement is populated, or dialogue reads like a character sheet. People talk in the moment; who they are shows through what they say, never by announcing it.
Install
npx skillscat add pizzapocket/eleblorb/npc-dialogue Install via the SkillsCat registry.
NPC dialogue: people in the middle of their day
A visitor walks up to someone in a village. That person is busy with
something, thinking about something, and has a way of talking. Their line is
what they would actually say right then. It is never a recital of their
character brief.
Companion skills: character-design (who they are and how they look),settlement-design (their household, work and day). Read the resident's
brief first, then put it away: the brief tells you what they might talk
about, not what they say.
The rule
Never have an NPC:
- introduce themselves ("I'm Mateo, the boatwright");
- state their job or role ("I keep the records", "Mornings are lessons,
afternoons are the clinic"); - explain their relationships ("Rian seals the helmets and I build them",
"my sister's patients"); - deliver their backstory ("I captained boats for forty years");
- explain a mechanic, a price, a requirement or the next step (CLAUDE.md, "In-game
text and player guidance"); - end on an aphorism ("A net remembers every snag", "Stone tells you where the
water has been").
All of that is still true, and it should be inferable: the boatwright
complains that a pile is creaking; the doctor tells you to keep a cut dry;
the old captain reads the clouds out loud.
What people do say
Draw each line from one of these, and mix them across a resident's lines:
- The thing in their hands: "Hand me that... no, the other one."
- What they notice right now: the weather, a sound, a smell, a bird, the
water, the visitor's wet clothes. - A small complaint or worry: sawdust in the tea, a late ferry, a hole in
the net. - A question for the visitor: "Swimmer or ferry?" "Have you eaten?"
- Gossip, lightly: one neighbour mentioned in passing, the way people
talk about the people they live with. Not a family tree. - An offer or a brush-off: "Try this." "Not now, the fire's at the
wrong point." - A quirk: the heron one boy calls the inspector; the beetle a child
named.
Voice
- Each resident sounds like one person: a child talks in bursts and
exaggerates, an elder is dry and unhurried, a busy adult is short. - Short. One or two sentences; most under fifteen words. People passing on a
jetty do not make speeches. - Plain words, contractions, the occasional unfinished thought or ellipsis
for an interruption. - Mention a neighbour by name sometimes, and the visitor's situation often.
- Two or three lines per resident, each from a different kind above.
- Lines may change with the time of day or story state (settlement backlog,
item 13), but each must still work on its own.
Checks before committing lines
- Cover the speaker's name. Could you still tell which of the village's
residents said it? If not, it is generic. - Read it aloud to a stranger on a jetty. Would a real person say it?
- Does it contain "I am", "my job", "I'm the", a relationship stated as a
fact, or a number of years of service? Rewrite it. - Does it tell the player how something works or what to do? Rewrite it.
- Run the
no-ai-slopskill over the set: no binary contrasts, no
fake-profound kicker, no em-dash rhythm.