This month's "RPG book" was the "Smuggler's Guide to the Rim" for the Firefly RPG. One of the new features introduced by this book was a set of reputation rules for the Firefly game. I have no intention of using these rules, because they add more complexity to a game that doesn't need it, but ironically I think they can be usefully adapted to D&D, and in particular to my upcoming campaign.
So, here's how I hope to do that:
Factions: First up, the DM will need to assemble a list of factions for the game, ideally about 4-6 of them. These can either be quite broad (criminals), or if the campaign has some specific factions in play then these can be used directly (House Sivis). (These two approaches can probably be combined, though they shouldn't overlap - don't have a criminals faction and a "Sharn Thieves' Guild" faction! The caveat is that where a faction is named specifically, that faction must be a key player in the campaign, where a broad faction can be assumed to be broadly applicable.) Normally, the list of factions should be made available to the players, though a secret faction or two could become apparent later.
Reputation Levels: A PC has a reputation level with each faction. This can be neutral (or unknown), positive, enhanced, or negative. A neutral reputation obviously has no effect, but each of the other levels has an effect when dealing with a member of that faction: when a PC with positive reputation deals with a member of that faction, he applies his Proficiency Bonus to all interaction skills (that is, most Charisma checks). This may also apply to some other checks - Knowledge and History being likely candidates. A PC with an enhanced reputation may apply his Proficiency Bonus and gains Advantage on the roll. Conversely, a PC with a negative reputation suffers Disadvantage on the roll.
A PC may only have enhanced reputation with one faction at a time. If he has the opportunity to gain enhanced reputation with a second faction, the first must be downgraded to merely positive reputation.
Dispositions: The above effects only apply when dealing with members of the faction directly. NPCs who are non-members may have a positive or negative disposition to one or more factions. For example, a Last War veteran may have a positive disposition towards House Jorasco but a negative disposition towards Aundair.
If a PC has a positive or enhanced reputation in a given faction and is dealing with an NPC with a positive disposition to that faction (but is not himself a member), that PC gains Advantage on interaction skills. Conversely, if a PC has a positive or enhanced reputation in a faction and is dealing with an NPC with a negative disposition to that faction, the PC suffers Disadvantage on interaction skills.
Starting Reputation: Most PCs start with neutral reputation to all factions. If the player wishes, his character may instead start with positive reputation with one faction at the cost of having negative reputation with one other.
Joining a Faction: More commonly, the first time a PC interacts positively with a significant member of a faction, that NPC may invite the PC to join the faction. In this case, the PC gains positive reputation with the faction.
Advancing Reputation: Reputation cannot be advanced at level-up or during downtime. Instead, it must be advance in-play by Staking Your Reputation.
When presented with an opportunity to perform some task on behalf of the faction, a PC may choose to Stake His Reputation. (In some cases, the faction will only agree to give a PC the mission, and the reward that goes with it, if he is willing to Stake His Reputation. So while it's a choice, it's not without consequences.) At this point, he should declare some specific outcome he will complete in this adventure (which needs to be agreed with the DM). For example, "I will recover the Book of Vile Darkness and turn it over to you."
If, during the course of the adventure, the PC completes this task, his reputation with the faction is increased by one step. Conversely, if the PC fails to complete the task, he must make a Charisma (usually Persuasion, usually DC 20) roll to explain why he has failed. If this roll fails, his reputation decreases by one step.
And that's basically it.
No comments:
Post a Comment