Rules Sketch: Reaction and Reputation Part 2 – Disposition and Cultivating Relationships

If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here.

After looking at hirelings, followers and lieutenants, I realised that my reaction rule wasn’t strictly accurate anymore, given I’d mechanised socialisation more in the form of the downtime action Cultivate Relationship. Also, the results are backwards.

When you encounter a new NPC or group of NPCs, the GM makes a reaction check, modified by your reputation. If you have bardic influence, roll with advantage, and if they predisposed against you, roll with disadvantage. The NPCs reaction is determined by the result:

1-2. Negative (hostile, fleeing, or unreceptive)

3-6. Possibly negative (suspicious or skeptical)

7-15. Uncertain (indecisive or neutral)

15-18. Possibly positive (amiable or deliberating)

19-20. Positive (friendly, welcoming or receptive)

Once starting reaction has been determined, it is not rolled again and becomes their disposition. Their disposition remains stable between meetings. In-world choices can effect change the NPCs disposition towards the party, but a simple roll (for example, a charisma check) cannot. The Cultivate Relationship downtime action can change the NPCs disposition towards the party, as per its description.

Reputation is awarded (+1) for a significant contribution to a location, profession or faction, and is effective only in that context. It is recorded on your character sheet.

Actually, this is fine and requires minimal additions, in italics. Let’s check the downtime action.

Cultivate Relationship: You may cultivate a relationship. Relationships are always consecutive branching clocks, with at least four ticks per clock. For friendships, these clocks are Acquaintances, Associates, Friends, and Intimates. For romantic relationships, these clocks are Attention, Flirtation, Tryst, Lovers, Paramours. The GM can create clocks for specific relationship or relationship goals, for example Prove My Worth to Captain Urutangi might be Suspicious, Neutral, Deliberating, Receptive, reflecting Captain Urutangi’s disposition when first encountered. Because Captain Uturangi is starting as hostile to the PC, the first clock may be eight steps or be walled with a specific quest before it can progress. Relationship often have walls that cannot be advanced past without a specific way to deepen the bond. One might also take a free tick for something that occurs outside of downtime that deepens the bond. To advance the clock on a relationship, the player says how their character is strengthening the bond between them. The GM will judge if this makes sense.

These small changes clarify the interactions between these rules and broaden them to be across the whole spectrum of dispositions. Better.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on reaction rolls and downtime, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

6th May 2022



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