Faction Reputation
Help one side, and the other side remembers.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Narrative · Economy · Risk
No.267Fallout: New Vegas01The core loop
Action → feedback → next choice- 01Take a faction job
- 02Complete or betray
- 03Reputation shifts
- 04Gain or lose access
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
You're +30 with the Miners' Guild and +10 with the Farmers' League. The guild offers 200 gold to sabotage the farmers' canal.
- T2
Turn 2 · The player chooses
You accept, sabotage only half, and report success.
- T3
Turn 3 · The feedback
Guild reputation +10, farmers -15, and you pocket 200 gold.
- T4
Turn 4 · The next decision
The farmers drop to -5 and will refuse to trade on your next visit.
How it plays
Each faction tracks its own reputation with you: help raises it, harm lowers it, and rivals usually move in opposite directions. Reputation affects prices, quest access and how members treat you; very low reputation sends hit squads. Some systems track fame and infamy separately.
What the player weighs
- Backing one side fully yields the best rewards but closes the other's doors
- Playing both sides keeps options open but halves the rewards
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Fallout: New Vegas
It tracks fame and infamy per faction for varied attitudes; faction armor works as a disguise, and bad standing sends hit squads.

Tyranny
It tracks Favor and Wrath separately with factions and people, and both unlock different abilities while your allegiance reshapes the story.
The difference worth noticing
New Vegas reputation mainly changes how the world treats you; Tyranny makes being feared as useful as being loved.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Tie reputation to a supply-driven market: helping a faction raises its demand and prices for the goods you can sell it.
Prototype this combo in Yoroll→Follow the next idea
Companion Approval
Your companions watch every choice, and they keep score.
- Prototype complexity
- Who plays
- Solo decisions
- 01Face a choice
- 02Decide
- 03Companions approve or object
- 04Shifts reshape the party
Dialogue Persuasion Checks
Whether a line lands depends on your skills—and a little luck.
- Prototype complexity
- Who plays
- Solo decisions
- 01A check option appears
- 02Assess the odds
- 03Roll or resolve
- 04The story branches
Committing to a Relationship
Friend to partner to spouse—each step needs a token you hand over yourself.
- Prototype complexity
- Who plays
- Solo decisions
- 01Reach an affinity tier
- 02Prepare a token
- 03Confess or propose
- 04Status rises, new content



