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Rhydin Systems Information Guide. [Reputation System.]

 
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SorceressAshura
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Joined: 27 Dec 2006
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Location: Chicago, IL

PostPosted: Sat Feb 17, 2007 10:47 pm    Post subject: Rhydin Systems Information Guide. [Reputation System.] Reply with quote

Hello folks,

I wanted to post a new system I'm designing specifically for the Rhydin Planes. Considering that this system will affect the majority of the quests in the Planes, I thought I should explain it in detail here for you all. While I know the idea of this system isn't original, but I think it would really liven the atmosphere of townships.

The reputation system is designed in such a way that when an adventurer wants to make a name for him/herself... He/She will have to earn it. Now with the various Quest NPCs, one won't be able to just walk up and expect the NPC to trust you with "rescuing its relative from the evil troll” ... or...”retrieving a stolen family heirloom." NPC conversations will be as dynamic as possible. They will say things that are dependant on your gender, race, or class. You in turn will be offered options to express one's character freely. (With Rude, and Polite choices of things to say...) Players will start at the bottom... Little quests that are trivial to the major plot, but help raise your reputation with more influential NPCs in higher positions. It's all connected to this basic tree of influence.

Step 1.

Start with the Commoners/Citizens. You can offer advice, consolation, and help. After you've gained enough "influence points" with them... They will begin to talk about you to the merchants. How you helped, or made things worse for them.

Step 2.

Move on to the merchants. While their wares will be accessible to most of you right off the bat. The prices will be very inflated, and high. They know you’re new in town, so like any other greedy merchants. They'll take ya for all your worth. But upon raising influence with the citizens, they might be inclined to offer you errands to run... which if completed right, and of satisfaction... They'll lower prices, and grant discounts. And since you were so nice to help them, they may spread the word of your help to the guards, and nobles of the town. Increasing your reputation.

Step 4.

You've got a good reputation going. The citizens trust, and like you. The merchants find you very useful in running errands, and find your name popping up in conversations with folks in higher positions of the town. So now you have a better chance of being recruited into the guard defense of the town. Or becoming a scholar at the local academy. Maybe even a priest at the temple. Granting you access too many new things, areas, and privileges. Completing quests, and spreading your name to other towns.

Step 5.

You've become an Icon; your name is spoken to the mayors, regents, and royalties. You’re invited to fancy parties, and balls. The merchants practically give you stuff for free now, the citizens stop in their tracks just to say hello to you. The highest power of that town now looks to you to complete epic quests, and trails. Tasks that will offer many delicious rewards, and spoils... Perhaps even your own Stronghold?
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Dragoncleric
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Joined: 28 Feb 2007
Posts: 13


Location: USA

PostPosted: Wed Feb 28, 2007 4:52 pm    Post subject: Reply with quote

Will the rewards only be physical?
Take for instance that 'stronghold'.
What about the title needed to achieve it? In a fuedal system that D&D represents lands and resources aren't dolled out to a commoner no matter how popular they are. Were they knighted? Did they become a Duke later?

You may want to institute this on many levels. Ranks/titles. What if the person wants to join a guild as well? Will the guilds have any influences? Can they progress through the ranks there and have it mean something? (let's say they want to join the militia or thier local magic guild?)

Reputation is one thing...but organisations and reasons why they are 'given' access to such things need to be made a tad more solid. Anyone can boast and brag, but where's the physical and concrete growth of the character beyond items and 'Oh look there's Tom. We all know he's good because um..um...people said Tom was good?'
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SorceressAshura
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Joined: 27 Dec 2006
Posts: 195


Location: Chicago, IL

PostPosted: Thu Mar 01, 2007 2:27 am    Post subject: Reply with quote

Quote:
Will the rewards only be physical?
Take for instance that 'stronghold'.
What about the title needed to achieve it? In a fuedal system that D&D represents lands and resources aren't dolled out to a commoner no matter how popular they are. Were they knighted? Did they become a Duke later?

You may want to institute this on many levels. Ranks/titles. What if the person wants to join a guild as well? Will the guilds have any influences? Can they progress through the ranks there and have it mean something? (let's say they want to join the militia or thier local magic guild?)



The rewards will depend on the completion of the quest given. You can successfully complete the mission giving you a reward (item or experience) and positive rep. points. Or you can fail the mission, in which you'll still be given experience for trying. But you'll receive negative rep. points from them. The way the system is designed, (thus far) is that you can achieve a good and bad reputation. There is more then just 1 faction group in the Rhydin planes. The guards, the healers, the thieves, and the mages each have their own faction tree. A player can raise one faction, but lower another. Certain quests will be accessible depending on those values. For instance, one can raise faction with the guards ... with each "level" of reputation from the guards, your given titles. Such as Trainee, Custodian, Guard, and Captain. However, raising faction with this group will lower your faction with the rogues. Not every one will be given strongholds just because they've gained a captain rank title. Since its a PW, the "leadership" qualities that your character possess during your time in the world interacting with other players and DMs determines ultimately if your qualified to run the stronghold.

Since this is a persistent world, and not a single player module. Alot of the decisions about strongholds, and extravagant rewards are made based on your involvement with everyone else. DMs will have access to you reputation stats, and will be listening to in character role play. Its far beyond my knowledge to script all of that manually. So basically, the reputation system is more of a means to keep players busy when RP activity is low. The one thing I've noticed about RP PWs out there, is that if your not well known in the "clicks".. or your class is pretty common, you can't really RP. So then your left to just do quests, and some pws,.. dont even have any of those. So you're left to soloing, and grinding. Well, this system will provide you with something to do, that will allow you to RP, and help build your reputation with the town and other players. (Due to the name changes for titles, and specific items like cloaks, robes, armors, weapons that were made for that particular group.)



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