Idea for fame and infamy setting rules for a new campaign.

Idea for fame and infamy setting rules for a new campaign.

Idea for fame and infamy setting rules for a new campaign.

Every XP the players mark during the End of Session move will count toward, or against, factions involved in the session.

Those relationship will level up the same way characters do, i.e. 7+level XP for the next level, in either fame or infamy for that faction.

Each level beyond the first, the group/setting gets a costume move related to that faction and the party’s relationship with it. Fame will usually let the party call it some favors, while infamy gets invoked at unfavorable times.

Alternatively,  the party may only get the faction moves if they create a bond with it, which plays and resolves as normal.

Thoughts?

12 thoughts on “Idea for fame and infamy setting rules for a new campaign.”

  1. Yup, I supported their kickstarter and already played in a mini-campaign.

    For my campaign I’d rather the fame/infamy gain will be entirely narrative based, and not something you decide mid-action to get advantages.

    Ideally reputation status will be kept by the GM until needed.

  2. Here’s a draft for a couple of moves for the Dragonborn Knights faction, which serve as temple guard, enforcers, and protectors of pilgrims.

    Fame 1: when you seek sanctuary in a Blessed Hall, you’ll always be welcome and your well-being guaranteed, within reason.

    Fame 2: when you make your stance with the knights known, anytime you Defend against people that recognize their authority, you get +1 hold, even on 6 or less. On a 12+, they attempt to run away in fear.

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