In my oppinion the most weakness in the DND Rules are, there are far less Rules for social encounters. I want to build a campaign in which the Players rule a guild and need to expand their reputation. I have some rules and laws in this world so it's easy for the players to play good or evil. SO they can make their guild to an evil organisation or a honorful Adventure Guild. But how can i honor their reputation of that guid without making it to easy ? For example they use their reputation in Chats so they avoid fights or get better prices in their hometown.
There are some rules for housing in the DM-Guidebook but no Rules for the social part of the partie.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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In my oppinion the most weakness in the DND Rules are, there are far less Rules for social encounters. I want to build a campaign in which the Players rule a guild and need to expand their reputation. I have some rules and laws in this world so it's easy for the players to play good or evil. SO they can make their guild to an evil organisation or a honorful Adventure Guild. But how can i honor their reputation of that guid without making it to easy ? For example they use their reputation in Chats so they avoid fights or get better prices in their hometown.
There are some rules for housing in the DM-Guidebook but no Rules for the social part of the partie.
Do you have any homebrew rules or tipps for me ?
Greets and thanks for your advise :)
Chris
There might be some guides for this topic in Unearthed arcana or DMs Guild.
The DMG discusses how a player can gain renown in an existing faction or organization, you could adapt that for creating a guild.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett