Our group is playing a campaign focused around organized crime in the east coast prohibition-era US. Think Italian Mafia, Irish Mob, etc.
Instead of just the 'usual' mob street business (think Thommy Guns) our goal is to also focus heavily on the relations between PCs and NPCs: the racketeering, blackmail, threats, bribes, fear, trust, etc. which was (and is) the backbone of organized crime.
So far we did an okay job just 'winging it', as the system we use (a variant of Kult without supernatural stuff) provides little to no support for complex interaction with NPCs.
But this means a lot of book-keeping and free interpretation (Is this shop owner afraid of us? How high should a bribe be for this cop? Does the boss respect us? …)
We'd like to use some sort of an NPC relation mechanic which allows to manage the relationships with NPCs in a sort formalized way following certain rules. For example a system which:
- states how intimidated an NPC is by the group (say on a scale from 1 to 10)
- how much an NPC respects the group/how friendly an NPC is is towards the group
- allows for actions to change these stats (E.g. when the PCs bribe a judge he gets friendlier. If they burn down a shop the owner becomes more afraid, …)
Does somebody have experience with such a system? This could be house-rules or a more complex mechanic of a different rule system… (Optimally something which we could plug into our current system, but this is not really an issue.)