Many systems have rendered the idea of character reputation in mechanics, for better or worse…well, most of them for worse, IMO. I was leery of even considering whether I wanted to work reputation rules into my projects because of that. Consider it, I did, however, and I think I’m going to go ahead and put such a subsystem in the projects and see if it survives playtesting.

To place it in context within the projects, I’m approaching social interactions with PCs beginning interactions with NPCs possessed of a neutral or slightly worse reputation out the gate. Their reputation then improves or degrades based on interactions. PCs can have a general reputation based on hearsay and then reputations with individual NPCs based on substantial interactions.

The core of the interaction subsystem is based on the Reaction Table of D&D, though extended in each direction to move hostile reactions and enthusiastically friendly reactions outside the range the dice roll. The reputation table that results from using this base has movement in either direction possible in steps, and it would be rare indeed for any such movement to be more than but a step or two in either direction. PCs will have to do serious work to increase the regard in which they’re held (and behave egregiously bad to tank their reputations).

As the title of this post indicates, I’m also breaking renown and reputation apart in play. I figure the PCs can gain reknown far easier than a better reputation, meaning more people have heard of the PCs for their activities than have had significant interactions to judge them.

That split means that the PCs are likely to be contacted by new potential patrons based solely on their renown, without any reference to reputation. The PCs will thus be held in neutral regard again and again when recruited for some task — getting in the good graces of their new supporters will take much more effort.

Having some measure of renown will increase the PCs’ visibility and lead to more networking opportunities. Developing a positive reputation with influential NPCs will also increase network effects, with positive reputations leading to personal recommendations.

That networking increases access to authorities, nobility (if the setting includes such), mayors, wealthy people … well, pretty much anybody. Now, being well known doesn’t mean all interested parties hold the PCs in any great regard, so just being known isn’t going to result in better treatment, necessarily. It also means the PCs will be noticed by bad guys, for better or worse.

It will prove easier to find sources of information, which I think should be an important part of campaign play. The PCs will need buyers for ancient treasures and sellers of specialized goods, which reknown and reputation can assist with. As I already plan for the liquidation of treasures to involve finding specialized buys and intermediary agents and such, having access to more of each can be seen as essential.

The Base Reaction Table

<= 0 Attack

1 Extremely hostile (will escalate quickly)

2 – 3 hostile

4 – 5 suspicious

6 – 8 guarded

9 -10 calm

11-12 interested

13 pleasant

14+ amicable

PCs will be held in regard in the 6 – 8 range from the outset, with NPCs defaulting to being guarded when interacting. This applies to both immediate interactions and the reputations that result from continued interactions. It is only through play that their reknown grows and reputations improve.