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OSR Fame & Infamy rules?

Started by GeekyBugle, May 18, 2020, 05:16:23 PM

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GeekyBugle

What the tin says, how do you handle (if you do) Fame/Infamy on your table?

Do you have it affect reactions, loyalty, price to get hired, none or what?
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

Jaeger

I am also very interested in how other systems do "fame" rules.

I have the latest edition of L5R, and it has a kind of point based reputation system.

But after looking at it I think I would divide such a system into 2 different categories.

Fame.

Reputation.

I think it could be done  with a point system for each and a little extra book keeping on the players side.

But the trick here is how much would that effort pay off in the game?

Anyone here game with such a system?

How does it effect play at the table?

Worth the hassle?
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GeekyBugle

Quote from: Jaeger;1130502I am also very interested in how other systems do "fame" rules.

I have the latest edition of L5R, and it has a kind of point based reputation system.

But after looking at it I think I would divide such a system into 2 different categories.

Fame.

Reputation.

I think it could be done  with a point system for each and a little extra book keeping on the players side.

But the trick here is how much would that effort pay off in the game?

Anyone here game with such a system?

How does it effect play at the table?

Worth the hassle?

When I use it I do it like this:

-3
-2
-1
0
+1
+2
+3
You start at level zero with neither fame nor infamy (so zero in the scale), good deeds give you fame and bad deeds infamy (of course this is relative and takes the POV of the one judging you, you got a good name among Humans, Elves, Dwarves & Halflings because you have killed many goblins saving people from their clutches, and a bad rep among goblins if any escaped and told the tale.)

To get from 0 to +/- 1 it takes some effort, you saved/destroyed a kingdom for instance, and so on.

Once you get a modifier it takes something almost as big to loose it and it gets to be added to reaction rolls, diplomacy, loyalty, salary negotiations...
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

Kuroth

The Honor rules in Oriental Adventures for AD&D 1 were the best part of that later AD&D supplement.  They were a way to handle this, using different terms is all.  So, don't necessarily have to go to OSR for a suggested rule or guideline, if you didn't want too.

Pat

#4
I've never really done anything with it, but I've put some thought into it.

I debated a Repute stat, though in many ways level works as a good enough proxy. A 1st level character is a veteran or sergeant, a 2nd level character is a lieutenant, a 4th level character is a hero, a 5th level character is a captain or steward, a 9th level character is a noble. This wouldn't vary a lot, because power levels scale so dramatically with character level, and provides a natural progression.

There may be exceptions among NPCs, but among PCs it serves as a good stand-in of.... well, it's not the same as fame, it's more professional acclaim. The Dark Lady may be unknown to the general public, but among who know of her, she is regarded as a consummate thief.

Conversely, if you're unknown in an area, having sufficient level generally means you can establish your bona fides pretty quickly. Maybe let the player come up with some dramatic bit of swordplay or sleight of hand, that is basically the in-game equivalent of saying "I'm X level". People who witness those kind of stunts can recognize when they're well matched (within a level?), when they out-class someone, and when they're outclassed. I'm inclined to link the latter to something like the BECMI Master Set rules for intimidating an opponent.

On a related note, repute or level is also linked to range. You may be considered one of the best in a village, a town, a city, a province, or a whole nation, depending on your rating.

There might be different characteristics associated with a character's repute. Someone might have general fame or be secretive, have a good or bad reputation, or be known for trustworthiness or betrayals. Some kind of tag system, earned in-game and then maintained, might work.

This could be linked to things like the sage rules for finding information. Being public would have the advantage that more of the common people would recognize the character, which can affect reaction rolls. Being secretive means it's harder for people get information about you. Though I'd say that level always brings some degree of notoriety -- the Dark Lady, for instance, is at least a dark rumor.

VisionStorm

It's not OSR, but I'm planning on using the core damage mechanics in my system to handle Social/Reputation damage as well. The system uses a combination of condition monitor and damage thresholds where characters accumulate damage, and the more points of damage the worse the character's health is. Every 10 points of damage (or perhaps 20, if 10 is too low) the character suffers a cumulative -1 penalty to relevant rolls. Once the character reaches a certain threshold (like 50 points, for example) the character is in "Critical" condition and must make a Survival roll to stay alive, in the case of physical damage.

In the case of Social Damage, the damage is tracked for each affected party, which may be an individual or a group or faction in the world. The cumulative penalty would apply to all social rolls when dealing with the affected party, and once the Critical threshold is reached the character must make a "Survival" roll to avoid their reputation with the affected party being shattered, turning them automatically hostile whenever they meet the character.

Either component could be applied to other systems as well, since it's just a matter of keeping track of the damage sustained and adding cumulative penalties every X amount of points (divisible by 10 to make it easier to remember), and setting the Critical threshold at 5 times value at which cumulative penalties occur (50, 100, etc.). You just need to establish how much damage different types of actions or circumstances cause to get a baseline for how high the break off points for cumulative penalties and damage threshold should be.

EDIT: Forgot to add that the cumulative penalties are on a d20 scale.

Spinachcat

I use Level + Charisma vs. D20 roll (plus/minus modifiers based on location and NPCs involved).

The PCs reputation is stronger in the area they operate the most and it diminishes as they go farther away. However, if they've committed particular deeds that matter to particular people, then their reputation goes farther for those particulars.

For instance, if the PCs killed a major demon which had been haunting and defiling a dwarven temple, then the likelihood of both Dwarfs and Clerics knowing the PCs by reputation increases and would continue farther away from their home base.

Also, I allow PCs to spread their reputation by hiring bards to sing their tales.

Of course, reputation is a double edged sword.  

Remember that demon? The cult who summoned it to punish the dwarves ALSO gets higher chance to recognize the PCs.

Kuroth

Quote from: Spinachcat;1130565Also, I allow PCs to spread their reputation by hiring bards to sing their tales.
Hey, this is a cool bit!

GeekyBugle

Quote from: Kuroth;1130515The Honor rules in Oriental Adventures for AD&D 1 were the best part of that later AD&D supplement.  They were a way to handle this, using different terms is all.  So, don't necessarily have to go to OSR for a suggested rule or guideline, if you didn't want too.

Thanks for the tip will read it.

Quote from: Spinachcat;1130565I use Level + Charisma vs. D20 roll (plus/minus modifiers based on location and NPCs involved).

The PCs reputation is stronger in the area they operate the most and it diminishes as they go farther away. However, if they've committed particular deeds that matter to particular people, then their reputation goes farther for those particulars.

For instance, if the PCs killed a major demon which had been haunting and defiling a dwarven temple, then the likelihood of both Dwarfs and Clerics knowing the PCs by reputation increases and would continue farther away from their home base.

Also, I allow PCs to spread their reputation by hiring bards to sing their tales.

Of course, reputation is a double edged sword.  

Remember that demon? The cult who summoned it to punish the dwarves ALSO gets higher chance to recognize the PCs.

Yes, reputation is inversely proportional to the square of the distance that separates the center of operation of the PC's and other places in the world/universe/multiverse.

Of course reputation should reflect the POV of those hearing your exploits.

I hadn't thought about hiring bards to increase your rep, could a wealthy individual do so to create a false reputation for himself/others? Or could anyone pay to inflate their reputation?

Thinking of the vultures following the gungslinger to sell their tales inflating the tales to please the readers. Something like that.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

Steven Mitchell

Quote from: GeekyBugle;1130586I hadn't thought about hiring bards to increase your rep, could a wealthy individual do so to create a false reputation for himself/others? Or could anyone pay to inflate their reputation?

Thinking of the vultures following the gungslinger to sell their tales inflating the tales to please the readers. Something like that.

Works for infamy,  too.  Maybe even better than rep.  I've had moments when the NPC reaction to the powerful PCs was precisely to start up a widespread account of their activities that was mostly true, but slanted to help the NPC agenda.

GeekyBugle

Quote from: Steven Mitchell;1130593Works for infamy,  too.  Maybe even better than rep.  I've had moments when the NPC reaction to the powerful PCs was precisely to start up a widespread account of their activities that was mostly true, but slanted to help the NPC agenda.

Yes, of course, it has to work both ways. I'm ashamed to admit even after watching The Witcher I hadn't thought of using it like this, since it works exactly like this there.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

Hakdov

Hackmaster 4e has some insanely complicated rules for tracking honor which is basically this.

Shasarak

Quote from: Spinachcat;1130565Also, I allow PCs to spread their reputation by hiring bards to sing their tales.

Throw a coin to the Witcher?
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Kuroth

Such is the life of a Witcher. Living on the silver scraped together by some out in the middle of no where village. ha

Gygax found the idea interesting, and put Repute, Disrepute and Dark Repute in Lejendary Adventures.

Zirunel

#14
Quote from: Spinachcat;1130565Also, I allow PCs to spread their reputation by hiring bards to sing their tales.

I remember doing just this in a campaign back in the 80s. And since the campaign was in a PvP phase by then, we also mounted similar "ad campaigns" to badmouth the rival party.

It was all good fun. But I don't believe the DM used any kind of dice mechanic to resolve actions like this. As with all diplomatic-type plans, good ideas tended to work, and bad ideas tended to backfire. The DM knew the ins and outs of the "target market," so he was in a position to determine  whether our actions were likely to succeed. A case of rulings over rules, I guess.