For my game I am strongly considering to have some sort of reputation system in it that will affect some possibilities.
Since it will all be set in a single kingdom and players are heroes working to make it a better place, I think it would both add to the gameplay as well as add to the immersion.
I'd want to represent it with a track on the board, at the side or such. If played cooperatively a single cube could be put there to track the group reputation, and if its competitive than a cube of each hero their color.
I've not considered negative reputation yet.
The idea is that some events will give options in the game. Helping a tax collector collect from a reluctant citizen for example could give you some gold, but would lower your kingdom reputation.
Killing evil beasts would improve your reputation, unless its one that disguises as something innocent.
Getting knocked out in a fight lowers your reputation, you can help people to improve it in some events.
I've also had the idea of it being possible that the player gets captured and would then be given the choice to either pay a ransom in gold to be free, or to have to skip a turn and wait for the king to pay the ransom, that way you keep your money but get a huge reputation hit in addition to the skipped turn.
The idea is that at several tiers of this reputation track, a reward is given. Like being allowed to stay at taverns for free to recover health and stamina instead of paying a gold piece, getting a one time gold reward, unlocking a quick travel route, a free health potion, etc.
My main question now is though, are there any board games that have a similar system in place? I really should watch a game that has such a mechanic in place if there is one.
Thanks, that does seem quite helpfull.
I've considered more than one reputation track like seperating nobles and commoners, but I think thats not needed for my game since the main focus of the game is saving the kingdom.
A single kingdom reputation track seems like enough to improve the experience, at most I might expand it with a negative reputation.
I might also make it work slightly different for the assasin and spy, likely making it harder for them to gain or lose reputation because they would do their best to not be noticed.
That could be part of their abilities, each hero will get some.