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Reputation not Alignment

Started by Amalgam, September 25, 2012, 07:06:25 PM

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Amalgam

I'm looking to install some kind of Reputation mechanic as a GM reference/guide for handling N/PC interactions.

Alignment seems gimmicky to me, and doesn't allow for much creative thought in role play between the players and monstrous humanoids, such as Orcs.

The classic debate: Are Orcs evil or are they perceived as evil? What makes them evil? Are they all evil? How come humans can be good and evil but Orcs can only be one?

Rather than try to answer that, i just want to go with a Reputation model.

Has anyone done this already?

I'm thinking of two possible ways of doing it.

Option A: Just keep a note of PC behavior behind my GM screen/notebook. Craig the Slayer is Savage. Sheema the Mysterious is Unpredictable. Golarn the Shining is Honorable.

Based on these descriptions, NPCs might naturally perceive Craig to be violent and unintelligent, Sheema to be unreliable and untrustworthy, while Golarn to be safe, trustworthy, and intelligent. Golarn is most likely to be the default spokesman for the group because most people would likely rather speak with him than the other two. However, if they went to another region, maybe a den of thieves, Sheema would become the most respected person. Likewise, if they found themselves among a group of barbarians, Craig would be the most respected person.

Option B: Keep a 9 point scale from -4 to +4.

+4 would be considered law abiding, trustworthy, civilized, and well liked (maybe even get some bargains from the merchants).

-4 would be considered unruly, criminal, savage, possibly wanted dead or alive (some merchants may not sell anything).

Dead Zero would be unnoticed, unknown, not trusted but not feared either. Most characters would probably start here.

Some outside forces may influence one's reputation, such as affiliation.

If you bear obvious marks of a criminal organization, your reputation would sink, whereas if you bore the marks of a "holy" order, your reputation would rise some. Tattoos, signet rings, and heraldry are all examples of such marks.

Clothing makes the man. Do you dress like a knight in shining armor, or a street rat? Do you wear the robes of an ascetic, or the talismans of a necromancer?

beejazz

My system's got a quest based xp system, and I'll be keeping a list of completed quests as guideposts for who knows you and how they feel about you. You could tie a number to it and roll if the uncertainty added anything to it.

My main issue with your numerical scale is that infamy in one circle can be adoration in another. Which side of a war you fought on doesn't have the same value in cities on one side or the other.

Amalgam

The quest based rep. is a good idea, especially if you can manage multiple NPCs of note, but i'm looking for something that will tie in from town to town, and general reception among strangers.

Sort of the: tales of your deeds have preceded you.

kind of thing.

I can see your point with the numerical scale, but i don't see it very differently than alignment. If you're playing Evil, you'd be an outcast in a Good town, but probably well received in an Evil one.

Same with -4, if you go to a town or region filled with similarly scaled NPCs they would just see you as one of their own, maybe not welcomed at first, but one of their kind, not a goody two shoes.

Still, the reason you mentioned is why i'm leaning more toward a descriptor style. The basic thought being that some people have a general presence about them that can be read by an observant person. And, if you happen to lack such perception, perhaps you just have an intuitive sense of people's motives and can detect what they are like despite what they might be telling you. That descriptor would come in handy.

beejazz

Quote from: Amalgam;585585The quest based rep. is a good idea, especially if you can manage multiple NPCs of note, but i'm looking for something that will tie in from town to town, and general reception among strangers.

Sort of the: tales of your deeds have preceded you.

kind of thing.

I use the items to determine who knows what as well as how they react. I've considered attaching the character's level and the hex it happened in to each item, then saying that people know x far away or roll based on degrees of separation or what have you.

QuoteI can see your point with the numerical scale, but i don't see it very differently than alignment. If you're playing Evil, you'd be an outcast in a Good town, but probably well received in an Evil one.

Same with -4, if you go to a town or region filled with similarly scaled NPCs they would just see you as one of their own, maybe not welcomed at first, but one of their kind, not a goody two shoes.

Still, the reason you mentioned is why i'm leaning more toward a descriptor style. The basic thought being that some people have a general presence about them that can be read by an observant person. And, if you happen to lack such perception, perhaps you just have an intuitive sense of people's motives and can detect what they are like despite what they might be telling you. That descriptor would come in handy.

Now that I think on it, I think Pundit's FtA! used a similar "scaling" morality/reputation deal (law vs chaos IIRC). Might be something to look into or PM him about if you're interested in that kind of thing. I've got less to offer in the way of detectable alignments without alignments.

Amalgam

Thanks for the input!

I'm just confused on what you mean by "items".

Are those items in the characters' possession? It doesn't sound like it from what you're saying, but i'm not sure.

beejazz

Quote from: Amalgam;585610Thanks for the input!

I'm just confused on what you mean by "items".

Are those items in the characters' possession? It doesn't sound like it from what you're saying, but i'm not sure.

Items on the list. Completed quests. Sorry; I could've been clearer.

Wolf, Richard

There is an optional Reputation mechanic in the 3e DMG IIRC, if you wanted to check that out.  I don't remember much about it though.  I like the idea of broader social/domain management mechanics in D&D and have always wanted to implement them, but never knuckled down to write any.