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<blockquote data-quote="Connorsrpg" data-source="post: 7650543" data-attributes="member: 19265"><p>This does sound good. ANything to tie PCs into the world is a great idea. In fact puting positive numbers in front of players often works as motivation too.</p><p></p><p>I am running Rise of the Runelords at the moment, and that is exactly the sort of 'feel' I think the authors were aiming for reagrding the PC's relationship with Sandpoint.</p><p></p><p>I totally agree on keeping this as a group mechanic too. Otherwise it could get quite messy. Do you also track individual members of the NPCs too. The people that make up a town are quite varied in outlook too. Someone in town might still have a grudge vs the PCs (or individual PCs), but I don't see the point in tracking every interaction.</p><p></p><p>I will certainly be adopting this and tracking Trust with each group the PCs interact with.</p><p></p><p>Furthermore, I can actually see where you could use this in a more tangible manner, where the players directly see the benefits of developing trust. You could simply add the Trust Rank to positive relation rolls with members or the said organisation/community; Diplomacy/Persuasion or whatever your system uses. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>These are certainly the articles I like to read. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 7650543, member: 19265"] This does sound good. ANything to tie PCs into the world is a great idea. In fact puting positive numbers in front of players often works as motivation too. I am running Rise of the Runelords at the moment, and that is exactly the sort of 'feel' I think the authors were aiming for reagrding the PC's relationship with Sandpoint. I totally agree on keeping this as a group mechanic too. Otherwise it could get quite messy. Do you also track individual members of the NPCs too. The people that make up a town are quite varied in outlook too. Someone in town might still have a grudge vs the PCs (or individual PCs), but I don't see the point in tracking every interaction. I will certainly be adopting this and tracking Trust with each group the PCs interact with. Furthermore, I can actually see where you could use this in a more tangible manner, where the players directly see the benefits of developing trust. You could simply add the Trust Rank to positive relation rolls with members or the said organisation/community; Diplomacy/Persuasion or whatever your system uses. :) These are certainly the articles I like to read. :) [/QUOTE]
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