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<blockquote data-quote="77IM" data-source="post: 6791525" data-attributes="member: 12377"><p>I've been thinking that one fun thing to do would be track different <em>qualities</em> of reputation per PC, as tracks. For example:</p><p></p><p> - A dangerous/wimpy track: Every time you do something badass, you get a point towards dangerous. When you are a coward or loser, you get a point towards wimpy. These cancel out so if you are dangerous +3 you are also wimpy -3. When you try to intimidate someone or make claims based on your badassness ("Yes, your highness, I can slay that dragon for you"), add your dangerous modifier. When you are pretending to surrender or act meek, add your wimpy modifier.</p><p></p><p> - A trustworthy/deceptive track: When you fulfill a promise or duty despite difficulty, or when someone places trust in you, you get a point towards trustworthy; when your lies are exposed, you get a point towards deceptive. Get your trustworthy bonus when you are making a promise or asking someone to trust you; get your deceptive bonus when you are trying to convince someone how tricky you are or claim to know secret information.</p><p></p><p>Note that as reputation factors, events that affect your rating could be manufactured or faked. Like, if you manage to publicly intimidate someone known to be a badass, your dangerous rating could increase. So the main way players would interact with those mechanics is by actually doing things that affect reputation in an attempt to "game the system."</p><p></p><p>EDIT: NPCs would have these reputation tracks too. So if you challenge someone to a duel -- and you beat them or they back down -- you gain dangerous and they move towards wimpy. I'm not totally sure how such NPC tracks would be used during game play, but it would be a way of "defeating" someone in a social context, by driving their reputation tracks in a direction they don't want.</p></blockquote><p></p>
[QUOTE="77IM, post: 6791525, member: 12377"] I've been thinking that one fun thing to do would be track different [I]qualities[/I] of reputation per PC, as tracks. For example: - A dangerous/wimpy track: Every time you do something badass, you get a point towards dangerous. When you are a coward or loser, you get a point towards wimpy. These cancel out so if you are dangerous +3 you are also wimpy -3. When you try to intimidate someone or make claims based on your badassness ("Yes, your highness, I can slay that dragon for you"), add your dangerous modifier. When you are pretending to surrender or act meek, add your wimpy modifier. - A trustworthy/deceptive track: When you fulfill a promise or duty despite difficulty, or when someone places trust in you, you get a point towards trustworthy; when your lies are exposed, you get a point towards deceptive. Get your trustworthy bonus when you are making a promise or asking someone to trust you; get your deceptive bonus when you are trying to convince someone how tricky you are or claim to know secret information. Note that as reputation factors, events that affect your rating could be manufactured or faked. Like, if you manage to publicly intimidate someone known to be a badass, your dangerous rating could increase. So the main way players would interact with those mechanics is by actually doing things that affect reputation in an attempt to "game the system." EDIT: NPCs would have these reputation tracks too. So if you challenge someone to a duel -- and you beat them or they back down -- you gain dangerous and they move towards wimpy. I'm not totally sure how such NPC tracks would be used during game play, but it would be a way of "defeating" someone in a social context, by driving their reputation tracks in a direction they don't want. [/QUOTE]
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