Reputation System: Moral Compass or Game breaker?
Danrilor
Member Posts: 26
I have wondered this for a very long time and want everybody's opinion on it. Reputation has oft been complained about but has remained through all versions of the game unscathed. Is the reputation system a moral compass for CHARNAME's journey that is inseparable from the game, or is it an unfair annoyance? Here are some of the thoughts that kept me out of the really good schools.
- Does reputation break the game? How far can you really get in BG1 or BG2 with a reputation of 2, for example. You talk to Skie Silvershield without her evil boyfriend and she calls guards to kill you. Defend yourself and your 20 reputation is now 2. You have gone from hero to zero, nobody in the shops will sell to you, and the entire flaming fist wants to kill you (including the ones that that you need to do quests for to continue the game). Game broken. Saravok wins. You might as well just turn to dust right then.
- Without reputation, however, what is keeping you from deciding that Naskel has outlived its usefulness once your quests there are done? Is your decision to put that entire bucolic hamlet to the sword a legitimate role playing decision, especially for an evil character? Is there are better way to manage role playing and preserve playability even for evil bhaalspawn?
- You can keep your reputation high indefinitely by systemic bribery. The clergy in BG 1/2 seems to function as some kind of mafia that you can grease the palms of to keep the authorities off you back and strong arm local merchants into giving you better prices. Nothing else can possibly justify the ridiculous swing in behavior by NPCs.
What do you guys think? Should reputation be fixed, be given the heave-ho, or is it just too indispensable?
- Does reputation break the game? How far can you really get in BG1 or BG2 with a reputation of 2, for example. You talk to Skie Silvershield without her evil boyfriend and she calls guards to kill you. Defend yourself and your 20 reputation is now 2. You have gone from hero to zero, nobody in the shops will sell to you, and the entire flaming fist wants to kill you (including the ones that that you need to do quests for to continue the game). Game broken. Saravok wins. You might as well just turn to dust right then.
- Without reputation, however, what is keeping you from deciding that Naskel has outlived its usefulness once your quests there are done? Is your decision to put that entire bucolic hamlet to the sword a legitimate role playing decision, especially for an evil character? Is there are better way to manage role playing and preserve playability even for evil bhaalspawn?
- You can keep your reputation high indefinitely by systemic bribery. The clergy in BG 1/2 seems to function as some kind of mafia that you can grease the palms of to keep the authorities off you back and strong arm local merchants into giving you better prices. Nothing else can possibly justify the ridiculous swing in behavior by NPCs.
What do you guys think? Should reputation be fixed, be given the heave-ho, or is it just too indispensable?
2
Comments
There are mods that address some of the issues you mention.
The 3rd edition set of games (mostly NWN in all its incarnations) does a much better job with its alignment graph system, but even that is flawed, according to the whims of whatever DM creates the mod. The default campaigns don't even make use of it in any significant way, and when NWN2 tries to, it employs bogus reasoning, especially for alignment-dependent classes. (WTH - my pally just got chaotic points for stopping a robbery? My bard just got lawful points for not lying to the quest-giver?)
I often use Keeper to just change the alignments of NPC's I want to use. Edwin is LN, not LE. Jaheira is NG, not TN. Viconia, Dorn, or take your pick, are all CN as opposed to whatever form of Evil.
In the implementation of alignment in the various D&D based computer games, I've found that Lawful Good *always* equals "Lawful Stupid", and any variant of Evil *always* plays as "Stupid Evil".
EDIT: The big-bads of both BG1 and BG2 are notable exceptions. It's really too bad that they couldn't create a system that would allow evil PC's and NPC's to have similar depth to the actual villains of the story. Evil vs. Evil can be just intriguing as Evil vs. Good, but, these games are sorely lacking in any believable or engaging way to play Smart Evil.
I try to stay at 14 rep max, and often skip smaller quests that increase rep if I don't absolutely need the reward, and do all rep lowering quests anyway just to stay on the middle path (without turning into a crazed mass murderer).
For some evil NPCs, it simply makes no sense that they leave with high rep - Kagain being a good example, Eldoth another. So to roleplay, I have to ignore their complaints.
The problem with the Baldur's Gate system is it changes too quickly and has no lasting effect. 1 kill takes your from 20 to 10 rep... Buying Firebead a book from across the street grants 1 rep! It's just silly.
Here's some similar aged games with rep systems that don't screw you over.
Jagged Alliance 2... I killed the rebels(the good guys), butchered their children, and chopped off their heads. Even Razor and Haywire were a bit disgusted with me... I remained an evil warlord for the whole game, and the towns hated me for it. But it didn't ruin my game or make it unplayable at all.
Fallout 1 and 2... I wiped out peaceful settlements, killed children with dynamite, and even murdered my wife. I ended up hated by all and hunted by bounty hunters. But my game wasn't ruined or unplayable...
Do anything similar in BG and your game is pretty much screwed because of the endless super guards and deathscript NPCs. Unless ofcourse you're rich and can get to a temple in time... then all is forgiven and you're a hero again.
If you can get to a temple, though, and request sanctuary (read: buy sanctuary), then you have an advocate that can talk to the authorities on your behalf. The guards may track you to the temple, but they won't charge in and start killing or beating people to get you or information about your whereabouts because they are unwilling to anger a god by disrespecting that god's clergy. That puts the authorities in a conversation with someone who is willing to argue against the accusations leveled against you:
"No, my child, Devilspawn the Necromancer could not have killed all the puppies in the king's kennel. We here at the Temple of Helm know him to be a generous soul, incapable of such cruelty - and besides, he has been here at the temple in meditation for a fortnight now. No, Devilspawn's accuser must speak falsehood - perhaps even to cover up her own misdeed. You should go now and find this child 'Honest Milly' before any more puppies suffer at her hands."