Hi,
I'm working on a system of social climbing based on gaining (or
losing) social points for various actions undertaken, and periodically
improving (or declining) one's status level. It's a workable system
based on an old, out-of-print game sucked into the black hole
identified by preeminent astronomers as Hasbro. The numeric status
level is useful to determine expenses that might be in keeping with a
character's station in life. The numeric social points are also easy to
keep track of and award evenly to any character.
Gaining status opens doors to higher military ranks, "better" social
club memberships, governmental appointments, and other social perks. I
want the progression between Status Levels to be geometric rather than
linear, in keeping with the ideas this is based on.
I'm having a few problems converting these ideas into Fudge...
My main self-criticism of this system involves tracking points and
levels as numbers. It drops me out of the clean, free-flowing feeling
of Fudge. However, the Fudge trait levels don't seem quite granular
enough for these purposes. I've read many of the suggestions for
increasing granularity, and simply adding "almost" an "very"
successfully triples the number of levels. That's certainly an adequate
number.
One of my thoughts was to secretly track the social points gained or
lost by the PCs, then tell them to change their Status Level at the end
of each game session. This idea worked well for another totally
separate game system sucked into the same afore mentioned black hole.
Of course I'd offer hints at what improves or hurts their position
until they got a sense of what was going on.
I don't mind that extra work since it just involves a scratch pad on
the side. I was hoping other brains might help me come up with a more
elegant solution.
Any suggestions?
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