I keep an invisible loyalty score for recurring NPCs. Merchants, hirelings
Not every shopkeeper and guard needs one. I only use it when the party interacts with someone repeatedly, becomes invested in them, recruits them, or depends on them to do work off-screen.
The idea grew out of the old reaction and loyalty systems. Daddy Gygax tied hireling loyalty to things like Charisma, pay, treatment, alignment, and behavior in the AD&D Dungeon Master’s Guide. Baldur’s Gate 3 uses a modern visible version through companion approval.
At my table, the players never see the number.
I usually treat it as roughly a +5 to -5 scale, but I don’t use a rigid formula. A meaningful event might shift it by two or three points. Sometimes I roll a d4 when something big happens. Most of the time I move it according to the NPC’s wants, needs, and red lines.
That last part is the important one: the same action should not affect every NPC equally.
Killing an innocent might be a catastrophic loss for a paladin friend of the party. Giving away valuable services without getting paid might be the equivalent offense to a hardened fence. Loyalty is not a universal morality meter. It measures what this particular person thinks of their relationship with the party.
When the score reaches the bottom, NPCs also break differently:
- Some stay and begin undermining the party. I would highly recommend this one at some point.
- Some attack immediately.
- Some leave quietly in the night.
- Some leave after taking whatever they believe they’re owed.
- Some defect to someone who understands what they want.
Always take notes on the ones who leave badly. They’re callbacks waiting to happen. When they show up working for the bad guy, whether it's knowingly or unwittingly through the player's actions, the juice is worth the squeeze. When done correctly.
One of my favorite examples was a rogue who brought nearly all his stolen goods to the same fence. They had a deal. The Fence could pick through all of the stuff that they bring back first and get the best bits. The rogue became reliable business and effectively the fence’s only major client. Loyalty climbed, prices improved, and the fence became more willing to take risks for him. Do favors, risk his life perhaps.
But what would destroy that relationship wasn’t the same thing that would offend a lawful NPC. Working with the authorities or breaking the fence’s professional code would do it. If the score hit bottom, this person wouldn’t challenge the rogue to a duel. They’re thieves. Things would quietly start disappearing from the party. Oceans 11 the bastion.
The system cuts both ways.
A high-loyalty NPC with a habit of scrying everything AND on the party once noticed that a character had been ambushed alone in a marketplace. Assassin that had been shadowing them since session zero. Absolutely gutted a player in a crowded marketplace. That NPC’s intervention via loyalty, plus merciful dice, saved him.
The best consequence came afterward. Nobody introduced a travel rule, but the party started moving through town in pairs or trios. The world had pushed back, and their behavior changed naturally.
The score itself isn’t the game. It’s a reminder that recurring NPCs remember how they are treated and make decisions when the party isn’t watching.
Do you track relationships mechanically, by instinct, or only when a specific NPC becomes important? Anyone else have a brew like this?
-LIDM