» Sat Sep 01, 2012 9:50 pm
IMO, the way it should be handled is with a far more dynamic reputation system than Beth has done before in a game (and absolutely guaranteed more dynamic than they ever will do - the steady progression of TES games is toward less, rather than more, choice).
But making believe that Beth is even vaguely interested in making the next game more complex than the last - every NPC should have a set of personality scores (I like mercy, integrity and courage) that act in concert with player character actions to determine each NPC's attitude toward the PC. So, for instance, an NPC with a high courage score would be impressed by a PC who's got a high rank in the fighters' guild, while an NPC with a high mercy score would be unimpressed and potentially even repulsed. Along with all the other NPCs, the members and current heads of the guilds would have such scores, and thus would have a particular reaction to a particular PC. And that would, among other things, provide the basis for any natural limitations, if there would be any, on the PC joining multiple guilds. Rather than an arbitrary coded limit (or the lack of any restraint at all), the "limits" would be exactly those one would expect in the real world. For instance, a PC who's been in the Fighters' Guild and progressed well - doing lots of dangerous missions and showing bravery and integrity - would probably be viewed with immediate suspicion, and potentially overt hostility, by the head of the Thieves Guild. He might well be able to "redeem" himself somehow - commit some act that improves the TG head's opinion of him - but barring that, he simply wouldn't be able to join the TG, not because the game has some sort of arbitrary limit in place, but because he's the sort of person that the head of the TG wouldn't trust. By the same token, the PC's stature in the Fighters Guild would be an asset in dealing with any NPCs who are supportive of the Fighters Guild.
Beyond the multiple guild thing, that sort of system should be implemented anyway, simply because a dynamic reputation system under which an action taken by the PC has different effects on different NPCs based on their own personalities would provide FAR more variety to the game.
However, again, it's guaranteed that nothing even vaguely resembling that will actually be done in any TES game. TES is moving in the opposite direction.