Dialogues - The Pen Is Mightier Than The Greatsword
And is it ever applicable here!
Dialogue is all your NPCs have because so far, The Foundry doesn't have the option to fit more than armour on them. No weapons, no shield, nothing. So I guess it is also a good thing that it won't allow you to fight them either.
The interface is pretty straightforward and simple (or limited, depending on how you see the glass) and my major bug with it is the Go To Prompt. Once it is set, I can't for the life of me unset it. It's ok when you can Undo it, but if you decide to change anything a few days later, too bad.
So the workaround I use is to add another Dialogue Bubble between the Conversation Response and the old Go To Prompt. I then delete it immediately and I am back with a free Go To Prompt slot. One thing you have to know in order to use this workaround: when you delete the new Dialogue Bubble, you will lose the Conversation Response. So remember to copy it before modifying your old Go To Prompt.
But Qui-Gon, what are Go To Prompts?
When you add Responses to Dialogue Bubbles, it can either:
Complete The Dialogue Objective
Fail The Dialogue Objective
Create a Go To Prompt
The first two are pretty simple, the other is the weird one. It basically allows you to jump to another Dialogue Bubble, anywhere in your Dialogue. All you need to do is to grab the white arrow (shown above) and drag it to the Dialog Bubble you wish the Response to go to. Take an example from a conversation with The Benefactor's Daughter, Eridiana.
To Be Or Not To Be
Little too much drama there, sorry... But it makes a nice segue into being careful about the conversation animation you get to choose for each of your NPCs' replies. They tend to be a little bit over-dramatic and testing them all will be a must. Take notes and save them.
Speaking of being, Dialogue aren't just for NPCs, they can also work for objects. When you are using an Interact With Object Objective, you can create a whole conversation with the object you need to interact with, where the Players' Responses are actually written out as actions. This is the best avenue for the Skill section when dealing with Response requirements.
These can become quite elaborate, and sometimes it will seem that your configuration boxes for your Dialogue Bubbles are not appearing. I thought it might have been a bug at first, but later realized that they would appear if I clicked next to the "+" of the Dialogue Bubble.
There are other types of NPC dialogs, but those are mainly linked to Encounters, which is what I will cover next.
















