
Eric The Pipe |

I like the trust point system, my question is should make the PC's keep track of their points. I figure:
- 1) This lets the pc's know that it is going on, so they do not screw stuff up for themselves.
2) This takes one more thing off my shoulders, which I do like.
3) This gives them something to work towards, a set goal, at least one of my players is very goal driven.
On the other hand:
- 1) I could see how this would take away some of the mystery, show the man behind the curtain.
I can't really think of any other reasons not to allow it, my current stance is to give it to them, based only on the number of reasons to do it.
Please comment with any opinions either way. I’ve got until Saturday to make a decision.

![]() |

As GM keep track of the PC trust points and maybe print out trust cards so you can see what lvl of trust they have, and then make it obvious to the PC when they are in town, like when friendly the people greet by name but when unfriendly they tend to ignore the PC.
Then the PC will know when their action turn grim or for the better and will give you more RP as if they just have a system they seem to forget the RP and avoid encounters that make them lose trust.
I say go for the hidden trust ^^

![]() |

I'd strongly suggest keeping it hidden. Mainly my reasoning goes to the fact that the trust system is pretty flawed and you don't want them seeing the inner workings of the calculations. And the reason for THAT is that I suspect, if you're like me, you'll be fudging the numbers like crazy. imo.
One issue I have withthe Trust is it is far easier to lose trust than gain it.
For example. My party started off with 20, Avoided dropping the casket in fact gently set it down on the ground I issued them a trust point for this. They then talked the thugs out of fighting then one person spoke a good message at the funeral thus giving them 23 trust
The party has since lost 4 points just because of the each night loss. They have not befriended the children nor drove them off, pretty much just ignoring them.
The town hall burned down and while the town hall burned all the way down, they did manage to get everyone out and even got a bucket brigade going. In this they would gain 1 point yet lose one point. If anyone died they would have lost 1 pt per person. Personally I think saving everyone is enough to earn them plenty even though the town hall burned down.
So yes trust is tricky and the party will get discourage pretty fast if you RP well how they are treated. Keep the trust to yourself and let Kendra do the hinting that it's just the way people are until they get to know the party.

Ullapool |

One issue I have withthe Trust is it is far easier to lose trust than gain it.
For example. My party started off with 20, Avoided dropping the casket in fact gently set it down on the ground I issued them a trust point for this. They then talked the thugs out of fighting then one person spoke a good message at the funeral thus giving them 23 trust
Our first session started with our ninja character critting and slicing in half one of the farmers who tried to run from them! Instant -5 (I think it was.. or was it -6?) to trust. He didn't even try and hide it from Grimburrow. I've been having to help them dig out of their hole ever since.
So it could have been worse!
As I see it, there are numerous threads here complaining about the trust system being fundamentally broken. James even said it was added in last minute in one of the threads. Therefore, I'm taking it as a mechanic which is entirely up to me to muck with to my likes. I suggest you do the same.
If you think about the mechanic it's basic intention is to provide a mechanic to emulate a scared of strangers town and allow the PCs to feel invested in the town through helping them, with rewards forthcoming. I can do that without the exact numbers set forth.