Not in the way you may be looking for. There is a drow city in bg2 that accepts low reputation and evil characters, but high reputation characters will get much better prices there.
Some evil communities would definitely be a nice touch. At least reversing the role of reputation in Drow cities and with thief merchants would be a great start.
Your rep should really have no affect in the drow city given the circumstances.
You know, maybe Adratha cast one of those stupid illusions that only affect how the party sees itself? She's mean enough... The Drow are just praying the Bhaalspawn doesn't raze the whole town, so they wisely play dumb.
Your rep should really have no affect in the drow city given the circumstances.
You know, maybe Adratha cast one of those stupid illusions that only affect how the party sees itself? She's mean enough... The Drow are just praying the Bhaalspawn doesn't raze the whole town, so they wisely play dumb.
But doesn't the whole town turn against you in the end?
Your rep should really have no affect in the drow city given the circumstances.
You know, maybe Adratha cast one of those stupid illusions that only affect how the party sees itself? She's mean enough... The Drow are just praying the Bhaalspawn doesn't raze the whole town, so they wisely play dumb.
But doesn't the whole town turn against you in the end?
Only if you hang around or attack them. That and you really only see a small part of a much larger city. Where are the hordes of elves? Hiding! That's what.
Reputation is a strange mechanic. It's more like a dynamic alignment system that is forced to exist next to the static and irrelevant actual character alignments
I mean it would just make sense - that if you can role a group into a negative/evil obligation, have a sanctuary for them ? That way if you come to a town, expecting to be hit by guards, you go to a town, expecting to murder those guards...
Could a Charname with sufficient Charisma turn the inhabitants of a small town into Followers (by performing a Trademeet type quest), thereby making that town a refuge where the populace would automatically attack anyone of opposite alignment?
Reputation is a fantastic idea in theory (see Fallout: New Vegas), but in practice BG's implementation is weird and doesn't really measure anything correctly. It does measure several things approximately, though, so it kind of works anyway. Kind of.
Comments
Merchant 1: "Did you see those new drow who came in?"
Merchant 2: "Yes. They went to the tavern and exploded five slaves, just for the fun of it!"
Merchant 1: "Why...that is evil! I tell you what, I'm going to mark my prices up because of that."
Merchant 2: "Indeed! Just think of those poor slaves."
Trademeet:
Merchant 3: "The hero of trademeet is back!"
Merchant 4: "Don't you just hate him?"
Merchant 3: "Oh yes! Why, think of all of those poor slaves."
Charname: "But...I was disguised as a drow. And I didn't tell anyone about that..."
Merchant 3: "You changed, man. You used to be cool."
I think reputation is not fully explored and could do much more (particularly from the evil end)