I may even do it that when you earn a point of the same type (Fame or Infamy) you regain all uses of it, so if you have spent your one point of Fame, and gain one, you don't go to 1/2 but 2/2, meaning you can trade on your name a bit more. I think of it less like the point is "spent" in the traditional sense, and more that they have used their ability to trade on their name, so if you have 1 Fame and spend it, you have 0/1 Fame left, it's an every growing pool of points tied to a static value (a bit like Willpower, Rage, Gnosis, or any of the other spendable resources that in WoD that have a set max value that you can increase with XP). Like if you've ever known someone who always tells the same story to get a laugh? It gets boring for those who've already heard it, and people will start to whisper about heroes saying "Yeah they beat that bandit camp two years ago, but what have they done SINCE then?" Losing a fight, for example, might decrease how respected you are.Sorry, I didn't make it clear in the OP, your Reputation never decreases, the idea of the Fame/Infamy going down is to represent you can only trade on your name so often before people become used to it. Make sure your players would find it fun and rewarding instead of just annoying. Losing a fight, for example, might decrease how respected you are.Īll that said, this makes the mechanic more complicated (more book-keeping) and probably also makes it come up more often. Maybe a week's rest if you want to have a hard IC-based mechanic.) whatever makes sense as a breaking point. Thus, I'd recommend something like Fame/Infamy generally only increase*, but you can spend them only 1/story arc (or quest, module, etc. While spending them like Inspiration makes sense, I think it's odd that acting as if you are famous (or infamous) decreases your influence. ![]() For example, something like "spend level * 10 gp carousing (max: 1/week)" makes sense to give some boost to fame, but not enough to really give a full mechanical boost. The big PRO and CON here, to me at least, is that you can have small increases to your reputation stats without it being substantial. These points in themselves do nothing mechanically, but every 10 points or so increases your Fame or Infamy. Set out rules that doing X, Y, or Z gives some points to whatever makes sense. In particular, have a Fame and Infamy stat (or Fear/Love/Fame, as suggested above). ![]() Instead of Reputation = Fame + Infamy, you might do better with something akin to oWoD Werewolf's honor system. So generally I apply the principles to individual encounters, using the character tier as a rough approximation of fame and making a judgement on whether the person is more likely to fear, to love or to feel both towards a character, and then adjust the score accordingly. It would be better suited to a CRPG's AI. In practice, though, I found it all a convoluted mess, especially when you start fiddling with individual numbers and keeping track of how the scores might cancel out. In theory a higher love score would aid in persuasion but detract from intimidation, a higher fear score would aid intimidation but hurt persuasion, and a higher fame score would extend the reach of your love and Fame but hurt your deception attempts when attempting to pass unnoticed in certain circumstances. Think of a charismatic tyrant as someone with high scores in all three. The bigger the deeds, the more your game increases and the more your Love and Fear scores spread to places you might not have even visited. Acts of charity, heroism etc can make people Love you, but if you do it by wiping out the bad guys there is a bit of fear in there too. ![]() What do you guys think of this Mechanic, and are there any ways you would make it more interesting/more streamlined.ĭanI had thought at one point of a three-fold reputation system based on Love, Fear and Fame. The total amount of Fame and Infamy you have accrued is your Reputation, which is basically minor roleplaying benefits like free drinks at a pub while at Reputation 1, but will increase as you get more well known, and also increases the chances of being recognised. I have designed a really simple Reputation system, and want to run it by you guys to use your experience/wisdom/wisdom of crowds to see if it can be refined more, or made into a more interesting system.ĭuring the game, a character may have something happen that increases either their Fame or their Infamy, each point is like Inspiration and can be spent to give advantage on a roll that is in keeping with Positive or Negative, so Fame gives advantage on Persuasion or similar and Infamy can give advantage on Intimidation. Looking for more insight into mechanics for my game I'm running.
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