The Problem of Trust

For building the sword noir RPG, I’m trying to use the oft-repeated (by me!) definition of sword noir as the touchstone. This is what I want to replicate in the rules. The problem, though, comes from the phrase “Trust is the most valued of commodities . . .”

I’ve tried to replicate that using a Reputation dynamic, which acts both as a modifier to social interactions and as a pool for fortune points. I’ve visited and revisited that mechanic, and it seems—to me—to be out of place. Will it work the way it should? Possibly. Does it fit with the rest of the game? Not really.

Now I’m thinking I need to separate the two. Reputation needs to continue to exist, but I can construct it more like the other qualities already involved. Fortune points could be gained by acting trustworthy and honourable. In such a case, they would also be non-renewable. Unlike right now, new fortune points wouldn’t be provided at the beginning of each session. Not sure how well this will work, but I think I’m going to continue to play with this until I get my first play test going—and likely after that as well.

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