NPCs (Non-Player Characters) are a staple of video games, filling all kinds of supportingroles. This work seeks to flip that paradigm and place the player in the role of support
for the goals of a small collection of NPCs. Built on a world simulation where NPCs can
take action according to their goals and knowledge of the world state and a conversation
space in which the NPC is able to report their actions and exchange information with
the player, this prototype AI-based game design explores a new player-NPC interaction
in which player conversational actions indirectly influences NPC action. Here we discuss
the architecture of these systems, provide a design postmortem, and report some initial
player feedback.