Wanderfolk has one of the deepest NPC reputation systems in any RPG. Every NPC tracks an individual reputation score from -100 (enemy) to +100 (beloved). Your reputation changes based on AI-powered conversations, kept or broken promises, gifts, insults, and actions. A gossip network spreads opinions through social connections, and dropping below -90 globally results in permanent banishment from the village — game over.

Individual Reputation: -100 to +100

Unlike games that use a single morality bar or faction standing, Wanderfolk tracks your reputation individually with every NPC. The blacksmith might love you (+75) while the shopkeeper is suspicious (-30) — because your interactions with each have been different.

Reputation tiers have concrete gameplay effects:

  • +80 to +100 (Beloved) — 25% shop discount, gifts, special quests, companion recruitment
  • +50 to +79 (Friendly) — 15% discount, job offers, trading perks
  • +20 to +49 (Warm) — helpful, shares information freely
  • -19 to +19 (Neutral) — standard interactions
  • -50 to -20 (Cool/Disliked) — higher prices, less helpful
  • -80 to -50 (Hostile) — 30% price markup, warns others about you
  • -100 (Enemy) — refuses all interaction

The Gossip Network

Reputation doesn't stay with one NPC. Wanderfolk's gossip system propagates your reputation through a social graph. Each NPC has connections to other villagers based on proximity, role relationships, and cultural ties. When your reputation changes, connected NPCs adjust their opinion at ~15% influence per cycle.

Critical mechanics:

  • Asymmetric spread — negative reputation spreads ~30% faster than positive. Bad news travels fast.
  • Influence weights — elders carry 2x weight, shopkeepers 1.5x. Their opinions ripple farther and faster.
  • Cascade effects — one insult to a high-influence NPC can poison your standing across an entire village within a few game-days.

You can learn about village dynamics through eavesdropping — walk near chatting NPCs and press E to listen in on their conversations. It's a zero-cost intelligence tool.

AI Memory: NPCs Remember Your Promises

Reputation isn't just a number — it's backed by persistent AI memory. When you tell the blacksmith you'll bring him starmetal, that promise is stored as a vector embedding with high importance. When you visit his forge again, the memory retrieval system surfaces it via cosine similarity search.

If you delivered, the NPC references your reliability and reputation rises. If you didn't, the NPC brings it up in conversation — "You said you'd bring me starmetal. That was three days ago." — and reputation drops. The AI makes memory actionable, not just stored.

Read the full technical deep-dive on how AI NPC memory works.

Banishment: The Ultimate Consequence

Most RPGs let you anger NPCs without permanent consequences. Wanderfolk doesn't. If your global reputation (weighted average of all NPC reputations) drops below -90, the village banishes you. The elder can also unilaterally banish you if their individual reputation with you drops below -90.

Banishment is permanent — you can never return to that village. If all nearby villages banish you, survival becomes nearly impossible (no shops, no jobs, no shelter from monsters), effectively ending the game.

This creates real stakes for every conversation. You can't save-scum your way through social interactions — every word has weight because the AI remembers and the village responds.

How Wanderfolk Compares to Other Reputation Systems

  • Fable — global good/evil morality bar. Binary, affects all NPCs equally. Wanderfolk: per-NPC granular scores with social propagation.
  • Elder Scrolls — faction reputation (Thieves Guild, Mages Guild). Wanderfolk: individual NPC relationships, not faction-wide.
  • Stardew Valley — friendship hearts earned through gifts and events. Wanderfolk: hearts earned through freeform AI conversation, with gossip spread and banishment risk.
  • Baldur's Gate 3 — companion approval based on dialogue choices. Wanderfolk: every NPC, not just companions, and conversations are freeform rather than multiple-choice.

Civic Renown: A Second Reputation Layer

Beyond individual NPC reputation, each village tracks your civic renown — a cumulative standing earned through public deeds. Renown never decays and progresses through five tiers: Stranger, Known, Respected, Champion, and Village Hero. Reaching Champion earns you a free house in the village. Village Hero grants a farmstead.

Frequently Asked Questions

What games have an NPC reputation system?

Several RPGs include reputation systems — Fable uses a global good/evil morality bar, Elder Scrolls tracks faction standing, and Stardew Valley has friendship hearts. Wanderfolk takes reputation further: each NPC tracks an individual score from -100 to +100, opinions spread through a gossip network, and dropping below -90 globally results in permanent banishment (game over). Your words in AI conversations directly affect reputation.

How does the gossip system work in Wanderfolk?

When your reputation changes with one NPC, that change propagates through a social graph at ~15% influence per cycle. NPCs with higher social standing (elders at 2x, shopkeepers at 1.5x) spread information faster. Negative reputation spreads ~30% faster than positive — one insult can cascade through an entire village within a few game-days.

Can NPCs remember promises in Wanderfolk?

Yes. When you make a promise to an NPC (e.g., "I will bring you iron ore"), it is stored as a high-importance vector embedding. The next time you visit that NPC, the memory retrieval system surfaces the promise automatically. If you failed to deliver, the NPC references it in conversation and your reputation drops.

What happens when you get banished in Wanderfolk?

Banishment occurs when your global reputation in a village drops below -90, or when the village elder reputation alone drops below -90. Banishment is permanent — you can never return to that village. If all nearby villages banish you, survival becomes nearly impossible, effectively ending the game. Prevention is critical: manage key relationships, especially with elders and shopkeepers.

How do you recover from bad NPC reputation?

Reputation recovery requires consistent effort. Complete jobs (available even at negative reputation), give gifts matching NPC preferences, and be helpful in conversations. Focus on high-influence NPCs first — the elder and shopkeeper — since their improved opinion ripples through the gossip network. Recovery is slow because negative reputation spreads faster than positive.