In this paper we describe the development of conversational agents that form the basis for believable characters in game-like environments. The paper argues that for believable conversation these agents need to incorporate models of personality, emotional status and social role awareness to modify the conversational behaviour exhibited. The paper gives a description of the agent architecture, detailing the key modules, before discussing the rules governing the relationship between personality, emotional status and social role awareness and conversational behaviour. Finally some important future developments are described. The paper also describes the development of a Cluedo-based game which will provide a environment in which the agents can be tested.