All - Renown & Relationships

Last 3 Edits

26th Dec, 2018

  • Simplified the 'type of relationship'
  • Made 'Ranks' clear.

12th Sept, 2016.

  • Page created. Info mved from D&D page.
  • Also added spheres of influence for Affiliation to kind of give a general size/area for where you need to be to roll dice.

Renown & Relationships

This rule-set combines the Icon Relationship idea of 13th Age and the Renown ideas in the 5E D&D Dungeonmaster's Guide.

Each PC begins with 3 Renown Points. The player has to choose whether to spread these out over different relationships/groups or put them all into one. As renown grows you gain Relationship Dice. It is these dice that determine when your affiliated group play a part in the game. Some organisations may also have 'ranks' or positions that you can attain. These are specific to an individual relationship (usually organisations). Rank increases the same time as Relationship Dice.

RENOWN

Renown is a concept from the 5E D&D Dungeonmaster's Guide chapter 1. As you build up Renown, you become more 'known' by the group you are affiliated with and there is more of a chance they get involved in your PC's activities. At certain ranks/thresholds of Renown, you gain a Relationship Dice and possibly Rank benefits.

Renown Relationship Dice Rank
1 1 0
3 2 1
10 3 2
25 4 3
50 5 4

As you can see, it gets harder and harder to gain ranks with one group. Those with 50+ would be the leaders and most influential leaders in a large organisation for example.

Gaining Renown
(This is described in the 5E D&D Dungeonmaster's Guide chapter 1). Basically, if you advance a group's interests that you have a positive relationship with, you gain 1 renown point with that group. If you hinder a group's interests with which you have a negative relationship, you gain 1 renown point with that group. For conflicted relationships you might gain renown for advancing or hindering the group's interests. If your actions were specifically assigned by that group, or significantly hinder their interests, you gain 2 renown points.

Many groups (especially organisations) may have clearly defined codes and goals. Upholding these codes and achieving the goals also results in Renown.

RELATIONSHIPS

(The system we use is a simplified version of that in the 13th Age core rulebook, or here in the 13th Age SRD and we roll larger dice.)

First, you need to choose what type of relationship you have with your starting groups. Through the course of play you will develop other relationships and the nature of this relationship will be the direct result of how you interacted with the group in play.

You define the relationship with the group as Positive, Conflicted or Negative. Obviously a positive relationship with a group means the relationship goes well both ways. A negative relationship means you don't like the group and they certainly do not like you. There are many reasons one may have a conflicted relationship. The relationship may be one-way, or changes, or is based upon circumstances such as an outlander leaving his tribe.

Affiliations / Groups

You can choose any size of group to have a relationship with. Even localised areas can be chosen. You only get to roll Relationship Dice when you are within your affiliation's 'sphere of influence'. Your background and class should give you a clue as to what groups to choose. Examples include: guilds, noble families, kingdoms, wide ranging organisations, knightly orders, religions, tribes, settlements, etc.

Affiliation / Group Sphere of Influence

1. Local
A small area such as a village, tiny forest, mountain valley or a localised organisation such as thieves guild or tribe. (Typically Realms of levels 1-5, if using our Realms Creation Charts).
2. Regional
A larger areas such as a small city, larger wood or swamp or a small grouping of tribes. This could also simply be a small area as above and all surrounding small areas. (Typically Realms of levels 6-10. Or levels 1-5 inc all other surrounding realms of levels 1-5).
3. National
Has influence right across the current kingdom, or large geographical area. (Realms levels 10-15).
4. Continental
Influence spans continent, an empire or a kingdom and all surrounding kingdoms of similar level. (Realms levels 16-18).
5. Worldly
Influence can be seen across the setting. Planar factions, and powerful empire or even great religions might have this sort of influence. (Realms levels up to 20).

Relationship Dice

At the beginning of a gaming session you select three of the relationships and roll relationship dice for each. (The relationships chose must be within their sphere of influence - meaning it must be possible for them to have an influence on your character this session). For each relationship chosen, roll a d10 for each Relationship Dice.

Results of Relationship Dice

d10 Outcome
10 You get some meaningful advantage from the relationship.
9 You gain some advantage as above, but there is a complication. Help might be more temporary, or involve a stronger obligation, or you may attract unwanted attention whilst gaining the help.
2-8 No significant involvement of your affiliated group this session (unless of course the GM already has other plans. ;))
1 (Optional). You suffer some disadvantage from having this relationship.

Note that it is not just the GM's job to include this outcome. By rolling these at the start of a gaming session and knowing they are possible, a player may instigate things through role-playing their PC to try and create plausible reasons for the affiliation to get involved. A GM should 'try' to get through as many of these as possible a session, but they are not guaranteed to occur. Sometimes there are just too many, sometimes the PCs may simply be in a place too hard to include some relationships, etc. This is not an obligation, but an incentive and a chance for a PC's background and affiliations to come into play.

RANKS

Rank determines your 'position' within a group. Formal organisations likely have ranks and titles at each step. There are examples of ranks and titles for Forgotten Realms organisations in the 5E D&D Dungeonmaster's Guide chapter 1. The guilds from the Guildmaster's Guide to Ravnica have fully fleshed organisations with many tables and the different ranks for all types of organisations. These make for great examples, such as using the Azorius Senate for any town guard or judiciary system (including a religion based around civilization and law).

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