The 'game' I'm suggesting is more a system of game mechanics to assist GMs in crafting tales with non player characters and they don't just feel like standard stereotypes.
As an example, to assist in keeping track of the disposition towards the protagonist, you could develop a system that utilises faction biases, leaders guidance and other factors as relevant.
For instance, if I make a range from 1 to 6 of simple attitudes towards the protagonist, I can express this in numeric terms by placing a commonly available die next to the NPC (if utilising figures) and use it to determine play
1 - Hate
2 - Dislike
3 - apathetic
4 - neutral
5 - Like
6 - Love
Each faction has a predetermined disposition due to the characters, and that is used to influence their 'citizens'
Basically, you note the suggested opinion (e.g. the Orcs hate dwarfs) which would be represented by a '1'
Then for each of them, you roll ID6. You average the number to get the final result.
(eg '1' (hate) plus a die roll of 4, 6, 1 = 1+4/2= 3(apathetic), 1+6/2 = 4 (neutral) and 1+1/2=1(hate))
Due to the probability spread of 2D6 vs 1D6, the probability is that most people have less chance of extreme attitudes (hate/love) and more chance of middle of the road opinions.
This can make conflicts a little more than 'bad guys' mindlessly attacking the good guys, but act like real soldiers and have differing enthusiasm, and the GM can use it to enhance his story telling
You can also use it in other conflicts by simply changing the terms. For instance, it could be used when arguing with people
1 - Oppose
2 - disagree
3 - apathetic
4 - neutral
5 - Agree
6 - Believer
You could roll completely random (1D6) for the starting point (equal probability on each result) or set the cultural norm with specific value (eg The monks dislike violence, a suggestion like attacking the Orcs starts at 2)
As players make arguments, you can judge them or they can do a skill check to modify the result accordingly
(The warrior makes a convincing argument, empowered by the threat of recent attacks, and a successful speech check so the argument shifts by +1 in his favour, another +1 due to his high charisma, bringing their attitude to neutral (4), bordering on action - Just one more convincing argument!)
This would mean in the game I'm designing I could attribute attitudes to groups towards others etc.
I want to keep the mechanics as simple as possible, for quick use but to be a springboard for moving the narrative
While this is a game mechanic, its one used specifically for roleplaying, and not exclusive to D&D. After playing D&D i discovered there were Roleplayers, Ruleplayers and Rollplayers, each with its own playstyle - This is more directed at DMs, GMs, referees or whatever you call the person trying to herd cats into a narrative ;P
Thats just a simple example, and i was inspired by the handling of RPGs by videogames to create tools to utilise their best aspects.
I believe Pen & Paper RPGs with a human moderator still have advantages over videogames, but utilising the best of both worlds creates the best outcome
I'm currently playing with personality types (Myers & Briggs etc) simplified and put onto cards that can be randomly drawn for quick NPC backgrounds, like a simplified version of the Tarot readings I used to embellish my background stories (Too time consuming for everyday characters)