I had this idea about a complicated reputation/alignment system.
I was a bit reluctand in posting it here because Fallout has the Karma concept... which sounds cool but isn't really anything more than the old one-dimensional good---evil alignment system.
So I posted it a few days back in the TES general where I though it was more appropriate but people didn't seem to like it... Still I'm quite proud of it so I'll post it here too.
So I thought that the common one-dimensional alignment system of good <-- > (neutral) <--> evil most often used, is, I think, insufficient for a game that prides for its large and complicated gameworld.
That kind of system has several limitations:
Obviously with an one-dimensional system you can create an one-dimensional character, good/evil, very good/evil, slightly good/evil etc.
Neutral is someone who is sometimes good and sometimes evil, which is completely unfitting I believe.
For example consider Robin Hood:
He stole from the rich -an act considered evil in RPGs- and gave what he stole to the poor -a good act-
So if I was to play a Robin Hood kind of character, the game would consider me neutral...
But for me a neutral character is someone that doesn't like getting involved too much - either flowing with the current or standing back and letting things happen.
Yet Robin Hood was nothing like that...
A two-dimensional system, like the one used in Dungeons & Dragons, is considerably better, yet it still divides behaviors into uncomfortable categories while it has one limitation that keeps bugging me: it doesn't distinguish between actions and motivations.
In such a system Robin Hood would be considered Chaotic Good I suppose. But that also seems inappropriate.
If his chaotic actions derive from his desire to overthrow an unlawful ruler while remaining completely loyal to his missing king (ie if he was fighting to establish 'better' law instead of fighting to bring chaos) could he really be considered chaotic?
So even though his alignment could be hard to fit into a predefined category, there some things that we can be certain for...
such as: a)he was known as a thief and b)he was known as a philanthropist.
So what I'd like to propose is a system that will not depend on a single good<-->evil reputation but rather a system that will include a variety of several different and independent possible reputations.
So for example, if you keep stealing a lot, you don't become evil, you simply become a 'known thief'
If you murder people, you become a murderer, if you donate money or give water to beggars, people start recognizing you as a philanthropist etc.
A 'fame' counter could also be included to define how many people have heard about you and how much they have heard.
So if you just steal a little every now and then you would get a reputation as someone who may possibly be an occasional thief, while if you steal in every chance you get then you become a notorious thief and people hide their purses when they see you, avoid you and don't want you hanging around in their houses and stores.
+ If you stop stealing at some point then you might become known as a repented thief, and people might or might not still view you as a thief, depending or how trusting they are.
That could present huge opportunities for more complex relations with npcs, who will react to you according to their own values.
For example, a common thief will respect you, or even admire you or idolize you if you are a notorious thief, but he might shun you if you are a known philanthropist as well.
Or if you are not known as a philanthropist, poor people might hesitate to give you quests if they think they can't afford your services - on the other hand if you are a famous philanthropist some people might try to take advantage of you by requesting you would do something for them for free even if they do have enough to pay you.
etc... you get the idea.
To expand on that we could also introduce rumors.
When you are too well known as a thief for example, fearful people might start spreading the unsubstantiated rumor that you kill your victims in their sleep, which would lead in you being perceived as a murderer.
There could be ways (or even quests) to combat such rumors, and they may even simply fade out as you become more famous.