You're right. So it should go one way only, up = better
without disadvantages.See here my attempt to remake the marketplace event table.
Then this table will give you more scam and more bad
experiences the less this town likes you; and more positive experiences the more this town likes you.
Put it the other way round: The less good your reputation is, the more the "good" people try to rob you; the better your reputation is, the more the "real bandits" try to rob you.
Probably the reputation should go up and down quicker in a small village, and slower in a big town. Likewise, the marketplace could contain more items in a town and less items in a village. Plus, the people show you the good items only if they like you and have heard about you. Finally, they will give you less for the stuff you sell if they don't like you.
All of this is not included below, but should be worth some
consideration.
This table is already quite developed. I played long time with all the positions of the events until i had something satisfying that makes bad reputation more than a mere inconvenience.
Below the numbers table you find a second table with my
thoughts about the event details. That one is not at all
finished, it is just my first thought. For finishing it would need a different system alltogether, because I hate dice tables.
To be welcomed in my system, it would need some translation into another medium, Cards, Website, whatever. However, for the first impression this should be ok already.
What do you guys think?
I assume the reputation to be somewhere
between -10 and 10. No problem to have higher or lower
reputation; the table will still work. Note that with
3D6 the extreme results are quite unlikely, so events like
the invitation or the the angry mob will take a while to
trigger, and they can trigger only if you already have more
than one modifier.
Before you go out in the morning, decide what you take
with you. If you go to the market, roll 3D6
and add
your reputation.
-7 angry mob
-6 angry mob
-5 angry mob
-4 angry mob
-3 angry mob
-2 angry mob
-1 scammed
0 righteous anger
1 sleight of hand
2 robbery!
3 quiet
4 scammed
5 scammed
6 sleight of hand
7 quiet
8 sleight of hand
9 hunt
10 quiet
11 broken pouch
12 quiet
13 careless
14 careless
15 quiet
16 lucky
17 quiet
18 broken pouch
19 quiet
20 hunt
21 meet a friend
22 quiet
23 robbery!
24 invitation
25 invitation
26 invitation
27 lucky
28 invitation
The angry mob is not possible if you have minus one or
two reputation; however if you accumulate negativity by
constantly harming the good folks of the town, at some point the angry mob will gather.
I thought of something like this:
Angry Mob Some villagers mob up and attack you. You can leave the town
and never come back. You can also defend yourself, but due to
the violence you will lose another 1D6 reputation, if you
survive.
If you don't survive, all the equipment will be gone - your
friends cannot collect the equipment and give it back to the
next hero.
ScammedRoll 1D6 and multiply by 10. All prices on the market are higher
by this percentage until the end of the day. The effect of the
scam is cumulative with the effect from bad reputation. If you
decide to stay and buy supplies, roll another D6: On a 5 or 6,
you suffer also the sleigh of hands event.
Righteous AngerExecute the robbery event. The only difference is, that this
time it is the "good town folks" who want your money, so if you
defend yourself you lose 1D2 reputation, and you cannot gain
reputation.
Sleight of Hands Lose 2d6*10 crowns. You can invest the rest of the day to
investigate. If you do so, roll a d6:
1-2, no news.
3-4: It is a local's kid's gang. You can
attack them and lose 1 reputation but get your crowns back;
you can leave them alone and nothing happens;
you can try and catch one of them and bring him to his parents.
If you try that last action, roll a mind test.
Success: Gain one reputation and your crowns back.
Mishap: it's like the attack; you lose 1 reputation but get your
money back.
5-6: It is a local's crime lord's gang. You gain one hint about
their whereabouts.
QuietNothing special happens. It is a beautiful day.
Hunt
The officials are calling for a hunt! You can participate
and play a side quest to catch a big monster. This side quest
will stay open for five town days.
If you participate, you can do nothing else in the town for
three days (Heroes who stay can do whatever town action
they like).
When participating and it is a success, you have the chance to
talk to some influencial people from the town. Mind Test.
Success: Gain 1 Reputation.
Broken PouchYour pouch feels so light! Someone made a small slit in it.
Lose 1D6*10 crowns.
You can investigate for the rest of the day. If you do so, roll a
Mind Test:
Mishap: nothing
Success: You found a hint to the local crime lord's gang.
CarelessOne of the market stand owners lost his pouch here!
Gain 1D6*10 crowns.
You can
Give it back: Lose the crowns, but roll 2D6. On 10, 11, 12, gain
1 Reputation.
Keep it: Keep the crowns. You have to make sure that no-one
sees! Roll 2D6 and add your Mind value. If you roll less
than 11, lose 1 Reputation.
LuckyDue to lucky circumstances, you have an extraordinary day!
Roll a D6:
1: You can hire one mercenary for free.
2-5: Multiply any price on the market with 0.8 for today
6: Gain one hint to find the local crime lord's gang
If your reputation is 8 or higher, you get all three effects, no
need to roll.
Meet a FriendYou are quite known by now. You meet a friend on the market
and have a nice chat with him!
Roll a D6:
1-2: You are invited so you don't need to pay for sleeping in
town tonight.
3-4: He tells you some interesting rumors! Place a new side
quest on the world map.
5-6: He asks for help with the local bandits. Get one hint
to find the local crime lord's gang.
Robbery!A gang of adults tries to rob you.
Choose between "Give", "Talk" and "Fight"
Give: Lose all crowns you have with you today. You may
then follow the gang. (see follow)
Talk: Make a mind test. Mishap: Go to "Give".
Success: Get one hint to find the local crime lord's gang. Lose
only half the crowns you have with you. You may then follow
the gang. (see follow)
Fight: Set up a one-room-quest (best case with a
modular tile). The room shall have at least 4x6 fields,
better 6x8. Place a 4 BP Encounter Card. Two Monsters attack
first, then it's the hero's turn. The fight is not for life and death.
Survive: Gain 1 Reputation, keep your crowns.
Die: Lose your Crowns and the most expensive equipment card.
Follow: Make a mind test. Success: You may gather the
rest of the hero group and then go to "Fight". If you win, the
reputation gain will be for the entire group. Mishap: Gain one
hint to find the local crime lord's gang.
InvitationYou are quite well known in the meanwhile! Even the nobility
got some interest in seeing you.
Roll a D6:
1-3: Be invited to the Party of some noble tonight.
4-6: Be invited to a nobility hunting party. Play the "Hunt" but
if you succeed, you have the chance to gain 2 reputation instead
of one.
Party: You can get additional hints to the bandit's gang, find a
side quest, be invited to a tournament or have a duel. I have
to elaborate the last two.
Roll a mind test. For every walrus you roll, you can choose one
of the above. If you roll no walrus, roll a D6 instead and let it
happen to you:
1 - Hint
2 - Side Quest
3 - Tournament
4 -6: Duel
How many hints are needed to find the crime lord's den? Up to
you. The higher the crime lord is in the town's hierarchy, the
more hints should be needed, the more difficult should the
quest be in the end.
Needed preparation:
Monster Hunt side quest
Noble Monster Hunt side quest
Tournament "Quest"
Duel "Quest": The opponent should be really good in what he
does, also you should use silly mini-weapons. It should be clear
that if the hero does not have serious fencing skills, he should
likely lose. If he loses, he loses 1 reputation, likewise if he wins,he gains one reputation.
Fight the Kid's gang (to catch one alive for giving him back to the parents)
Fight the angry mob (If the hero really wants to do this ?!)
Fight the adult's robbery gang (1-Room quest that should cost approximately 4BP to the average hero)
Raid the Crime Lord's Den (Full out Side quest with an escaping boss and a worthy pre-boss)
The side quest of the Friend,
The side quest of the nobility.