If we have a reputation thing, there should be positives and negatives for both sides of the spectrum. Perhaps the low reputation players have access to a black market and can buy/use cards that high reputation players can't, and vise-versa? Even quests could be different for both sides.
Last night I thought about making the reputation thing even more complex.
Reputation could consist of 13 different numbers, one per element + "other". If I do a guest for
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
, I would gain
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
reputation (and possibly lose
![Water :water](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/water18x18.png)
reputation). If I killed a
![Life :life](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/life18x18.png)
player, I would lose
![Life :life](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/life18x18.png)
reputation (and possibly gain
![Death :death](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/death18x18.png)
reputation).
If I enter
![Earth :earth](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/earth18x18.png)
area, the NPC's react based on what my
![Earth :earth](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/earth18x18.png)
reputation is. etc.
This system is of course not my own brilliant idea. It have been used in many games.