expanded reputation tables
looking at luke gearing's reputation tables post and inspired by [prismatic wasteland's overloading the random encounter table[(https://www.prismaticwasteland.com/blog/overloading-the-random-encounter-table), i present you with the overloaded reputation table.
the overloaded reputation table
start an empty reputation table. luke's basic procedure is the same:
"Whenever the PCs do something people might talk about, write it down on your Reputation Table - representing both fame and infamy. Particularly noteworthy stuff should go in there multiple times.
Then, in future, whenever the reputation of the PCs is important (e.g. Reaction Rolls) you can roll against this Reputation Table - either acting to justify results or modify them as you see fit.
When adding results to your Reputation Table, roll the appropriate dice - overwriting any existing entries “beneath” the new one."
what happens when you want to make a reputation roll and fall into an empty line?
look at the d100 results:
- odd digit doubles: friendly
- odd entries: curious
- even entries: suspicious
- even digit doubles: hostile
the odds of mild reactions are greater, but you'll occasionally get intense reactions, a 1-in-5 chance of either. additionally, as the table grows, those odds will naturally smudge.
variable size tables
luke mentions using tables of different sizes for different-sized locations. what if tables grew upon distance?
start an empty d20 table and go along with the general procedure.
when you move away from the circle where that table is relevant (a city, social strata, etc), roll a d100 instead of a d20.
every circle has its own d20 table, just stack them and whenever you roll reactions, use the extended table. when you write a new entry, use the local table.
the limitation is somewhat obvious, you can only fit 5 d20 tables in a d100 table, but again, you can curate which other 4 tables a local circle cares about more - a capital city in a region probably wouldn't care much about what you did in a hamlet from another region.
compound dice could present another solution here: if you have 6 tables, roll 1d10+1d20m keeping the same reaction procedure for empty entries.
time and communication
news travel at different paces in different fictional worlds.
places with internet might hear of your exploits within the day but places that rely on messengers on horses may require weeks to learn of your reputation.
when you interact with an npc from a new circle for the first time, roll the d100. if you roll a result from a different circle, news have made it here, otherwise you are stuck with the local d20 table for everything until time passes.
License and Attribution
This post is published under the Anti-Capitalist Attribution Cooperative License.
You may use the template below for attribution:
[your thing] used/was inspired by [this thing] by Gabriel Caetano Barbosa.
Credits
- luke gearing's reputation tables post
- [prismatic wasteland's overloading the random encounter table[(https://www.prismaticwasteland.com/blog/overloading-the-random-encounter-table)