Damien V. said: Here's what I have so far #Intro-DT-R&R &{template:default}{{name=Entering Roots & Remedies}}{{?{The smell of burnt earth and spicy incense chokes the air of the cramped, mud-tracked shop. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces. In the shop’s rear, a rail-thin woman with severe-looking spectacles and braided hair pulled back tightly busies herself between an overpacked rack of herbs, a table covered in stray powders and measuring equipment, and a pot loudly bubbling over with thick gray froth.| Ok, #1st-Visit-DT| Goodbye, *Leaves*}}} #1st-Visit-DT &{template:default}{{name=Response}}{{?{Over the din of her work and without looking up, the woman impatiently shouts, "And what’s your problem?”| Familiar, "Hi auntie! It's me!"|Hurt, "That's no way to talk to your nephew!"|Professional, "I'm here to help cure the plague."|Naive, "I didn't mean to bother you, ma'am - I'm just here to help out!"}}} If you don't want to give players control of your NPCs, go to the Attributes & Abilities tab of the NPC character sheet and give them an attribute called "INTERACTIONS". Then fill the INTERACTION field with the name of their macro chain, preceded by a "#". Then, you can give your players access to a macro which uses the @{Target|INTERACTION} command in order to reference your macro in chat. The player can then copy/paste the name of the macro into chat and it will access the proper interaction macro from there. So, for example, you create an innkeeper character sheet and give it an attribute titled: "#NPC-INTERACTIONS-BIG-CITY-INNKEEPER". Once your player uses their macro and targets the innkeeper, their macro in chat will show the name of the macro is " #NPC-INTERACTIONS-BIG-CITY-INNKEEPER". They then copy/paste it into chat and that will start the dialogue with the innkeeper.