I am planning a "Houses and Humans" or "Suburbs and SUVs" one-shot (yes, based on the meme, title-pending) for later this year using the "Roll for Shoes" system, but the systems isn't terribly important for my question.
I am intending it to be set in a "middle-upper class suburbia" environment, and I really want to make a social reputation system so that there will be a clear 'winner' at the end of it. The group I will GM for is very competitive and had a poor reception to the 'everyone is in it together and wins/loses together' mentality of D&D.
The Reputation Point system Basics:
The idea is that you want to make yourself look good while making others look bad.
Points are gained on successful rolls for social actions.
- A successful roll results in gaining 1 reputation point.
- A crit-success (a roll of all 6s) would result in gaining 2 reputation points.
Points can be lost by failing a roll on a social action, depending on the action. The can here is up to DM discretion. If the failure doesn't seem like it would have a negative impact on reputation, then no points will be lost.
- A failed roll results in losing 1 reputation point.
- A crit-fail (a roll of all 1s) would result in losing 2 reputation
- NOTE: This covers the situation with PC vs. PC rolls, where one PC would gain points while the other PC would lose points.
Alternatively, points could be lost only on a crit-fail (a roll of all 1s).
- A crit-fail would result in losing 1 reputation point.
Becky's husband got called out of town last minute for work and had to miss their daughter's school play. Cindy tells everyone how thankful she is for her husband always being around for their kids and spreads rumors questioning whether Becky is having marital problems.
This would result in:
+1 reputation points for Cindy
-1 reputation points for Becky.
A Simpler Example:
The player wants to donate money to the Salvation Army Santa outside the grocery store.
+1 reputation to player
Points could be spent to gain an extra dice per point while rolling, and the highest reputation at the end is the 'winner'. This forces the decision of "do I want to increase my chance of success on this action" or "do I save the point and have a better chance of winning the game." Keeping in mind that failing a roll could result in a loss of reputation points rather than the gain that was hoped for.
Again, the system will be Roll For Shoes, so there will be a lot of rolls happening and potential for reputation point gain/loss.
What balance issues or gaps are there with this reputation point system?