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renown

Started by Ghost Whistler, October 05, 2012, 08:12:05 AM

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Ghost Whistler

What is the best way to use reputation/renown mechanics in games? Some systems include them (like Qin) others don't (like...dunno). But how to make them effective?
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jibbajibba

Quote from: Ghost Whistler;589413What is the best way to use reputation/renown mechanics in games? Some systems include them (like Qin) others don't (like...dunno). But how to make them effective?

I recommend using factions.

Your reputation with the various factions in the game shifts as you do things . Its not entirely stackable as many small things will only get you to a certain threshold (a bit like Humanity in oWoD) and it needs a quantum leap to get tot he next step.

Then the reputation acts as a reaction modifer with that faction.

By doing ti by faction you allow actions to have +ve and -ve effects. You slay the Prince of Amada in a duel so your reputation with the Amadal faction drops 3 but your repuation with their sworn enemies the Fomori goes up 2

etc ....

settle on about 10 factions and the DM tracks changes not the player.
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Quote from: Ghost Whistler;589413What is the best way to use reputation/renown mechanics in games? Some systems include them (like Qin) others don't (like...dunno). But how to make them effective?

I really liked Qin's Renown mechanic.  I think the best way to handle something like renown is to split it into two factors: fame on the one hand, reputation or honor on the other.  These should somehow be mechanically connected but one should be able to differentiate between being famous and being respected.

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I have a few ideas and faves I've seen in other games but I don't really know what you want "renown" to do.
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TristramEvans

Quote from: Ghost Whistler;589413What is the best way to use reputation/renown mechanics in games? Some systems include them (like Qin) others don't (like...dunno). But how to make them effective?

It's used very effectively in MSH (FASERIP) via Popularity, which affects your ability to influence crowds, request items from contacts, how strangers react to you, and how the authorities are likely to regard the character.

LordVreeg

I use a system with a lot of social skills, so fame and status need to be calculated with the use of social skills pretty regularly, especially since my games go on and on.

I keep a social score per character and per group, split into social class, fame, and popularity.  And there are factional bonuses, as well.  

When the pcs in question have played for 9 real years or 18 real years, mainly in one area, the notoriety of the group is easy to work with.   But when they travel, it gets more difficult.  Social class transcends area, fame and popularity can be mitigated by distance.
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Quote from: RPGPundit;589648I really liked Qin's Renown mechanic.  I think the best way to handle something like renown is to split it into two factors: fame on the one hand, reputation or honor on the other.  These should somehow be mechanically connected but one should be able to differentiate between being famous and being respected.

RPGPundit

Along similar lines, I was thinking splitting things into "Fame" and "trust" would be useful in a campaign with factions.

Fame is universal. Trust is faction specific.

Just because you are dealing with a different faction doesn't mean they haven't heard of or resect you, but that doesn't mean they trust you; that has to be earned specifically.

So your standing with a given faction might be Fame + Trust(faction).
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RPGPundit

Quote from: Caesar Slaad;589937Along similar lines, I was thinking splitting things into "Fame" and "trust" would be useful in a campaign with factions.

Fame is universal. Trust is faction specific.

Just because you are dealing with a different faction doesn't mean they haven't heard of or resect you, but that doesn't mean they trust you; that has to be earned specifically.

So your standing with a given faction might be Fame + Trust(faction).

That sounds like it would work.

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Doctor Jest

It depends on what you intend renown to do.

In Hellfrost, it's Glory, which is earned through Glorious Deeds as seen through a Anglo-Saxon-Nordic lens. Every 20 Glory you earn gives you something special, such as a good reputation and/or contact with a faction or organization in the game world, a bonus when dealing with common folk and intimidating enemies, followers who flock to your banner, even becoming immortalized in song.

In Hellas you also earn Glory, but it's your reputation with the Gods (and earns you gifts from your divine patron), rather than with men, although does reflect your fame and if anyone has heard of your exploits. You earn Honor for how you behave and it determines how you're seen by mortals. So you could be a real jerk like Achilles and still have a high Glory and be scary-good at what you do.

They're both designed to emulate a certain mythic heroic milieu.

What do you want a reputation system to achieve?