Subsystems and You 13: Relationships
(art by barn-swallow on DeviantArt)
What sets tabletop RPGs from the video games that have tried to emulate them over the years is that a GM can tailor the roleplaying experience in real time. Characters will react to the heroes in real times like a real human being because they are portrayed by a real person, rather than playing along the story beats that a script writer assumes that the player might find interesting.
And with that flexibility comes developing relationships, either positive or negative, between your character and the NPCs, which can be a great way to emotionally tie oneself to the campaign and the setting. Emotional investment, after all, being what every storyteller seeks to elicit in their audience.
Now, oftentimes the roleplay itself can be it’s own reward, or at least lead to other rewards as NPC allies tend to be helpful to their new heroic friends. Conversely, rivals or enemies may be the inciting incident in many an interesting plot thread, which leads to other rewards.
However, maybe you wanna directly reward roleplay in your game. Perhaps the group is newer (or older) players that need some encouragement, or maybe you want to emphasize building relationships as part of the campaign. Either way, we have the Relationships subsystem from Ultimate Campaign!
With this system, the GM keeps track of how the party interacts with their allies and enemies in order to track how the NPCs react to the heroes as well as dole out xp for the party taking the time to advance that relationship, be it a positive one or a hostile one.
The way it works, Each NPC has an initial relationship score determined by the charisma and likeability (or like-to-punch-them-in-the-face-ability) of the character in question. Through their interactions, the characters can grow to like or detest each other more, which changes the relationship score, which has certain thresholds that grant xp rewards, though only once. (sorry, no grinding xp by alternating between insults and gifts)
Note that this score is not a positive-negative slider, but rather a measure of the passion of the emotions that the character feels towards the hero. While simply knowing the character is basically the same regardless of what the specifics are, as they grow to care about or detest the PC in question, the score rises.
Exactly how you manipulate this score comes in a few flavors, such as time (represented by leveling), actively going out of your way to do nice things or not so nice things (termed gifts and insults), as well as simply roleplaying your character and doing things that the NPC in question would like or dislike, such as saving their child, or utterly destroying them in a tournament.
Because the score is a level of passion, rather than being two ends of a spectrum, it is possible to flip between being rivals/enemies or friends/companions, though obviously the efforts to do so will reduce the passion after the flip. After all, betraying a friend to make an enemy is bound to leave them conflicted and confused, while befriending a rival leaves them hesitant.
While this system can be useful for those seeking a way to add a direct reward for RP, on the other hand, I know a lot of players and GMs would actively avoid using this system because it “game-ifies roleplay”, and they are right to be concerned about that. Having a manipulatable relationship system feels very video-game-y in a bad way. More specifically, it feels very “dating sim”-esque, which is a whole other can of worms.
Still, if you think you can make it work, go for it, but I don’t see it getting a lot of play, honestly.
That will do for today. Tune in tomorrow for the final subject of this week!













