Dragon #294 Reputation rules: Silly or Not Silly?

How silly are the Dragon #294 Reputation rules?

  • Serious

    Votes: 3 15.8%
  • Slightly Silly

    Votes: 3 15.8%
  • Silly

    Votes: 1 5.3%
  • Very Silly

    Votes: 1 5.3%
  • I have no idea what you're talking about but I like voting in polls

    Votes: 11 57.9%

Vaxalon

First Post
I'm considering putting them into my game, as the game doesn't really have a decent set of rules for reputation.

What do you think? Useful?
 

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Since it'll probably be six months before Dragon 294 arrives in sunny Austria, the land down under, would anyone mind posting a summary of these rules?
 

Vaxalon said:
I'm considering putting them into my game, as the game doesn't really have a decent set of rules for reputation.

What do you think? Useful?

I've been pondering reputation rules for a while - either expanding the ones from SW d20, or using the ones from Mongoose's Quintessential Rogue. I can't remember what the Dragon ones were - can you sum them up?

Anyway, for my game it's definitely a good idea, since I run an urban game with a fairly localized setting. For travel-heavy games it might not be worthwhile since the characters probably outrun their reputations...

J
 

I think they do a good job of quantifying a largley qualitative subject. Plus they do it in a simple enough way that the introduction of those rules will add to the game without bogging it down.

I would not start a game with those rules though.. I would introduce them when the PCs got to 4th or 5th level. In my sort of game they would not be relevant to lower-level PC's.
 

Basically, reputation points are like hit points, and successful imputations do damage to those reputation points. When you're out of reputation points, you're a total disgrace and everyone hates you.
 

Vaxalon said:
Basically, reputation points are like hit points, and successful imputations do damage to those reputation points. When you're out of reputation points, you're a total disgrace and everyone hates you.

Oh, those ones! I had forgotten completely about them.

I would use those in a campaign where you wanted politics and social interaction to be as emphasized as (if not more than) combat. The classic example I can think of would be a 'court' game, where the weapon of choice is poisoned words rather than bare steel.

For a typical adventuring group, though, I don't think it would be worth the extra time and effort, as adventurers are generally outside the social order anyway.

J
 

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