I tend to agree with dov. It was an early choice of mine to not grind connections or quirks unless needed, because when I first got to the game, I didn’t see them as numbers that you get up to brag, but markers of what you’ve done in the game. Something to reflect the history of your choices. Grinding them would make them meaningless, because it doesn’t reflect who you are or what you choose, but how much you decided to hit so or so button.
That said, I totally get that some players take it as a personal challenge to raise connections and quirks as high as they can. I can be challenged by the pettiest things, so I can relate it to people that want a big number for bragging rights. I just don’t care about doing this.
The thing is, I think it’s very challenging for Failbetter (I won’t say impossible, but very challenging) to implement a system that appeases the narrative funcion of connections and quirks (keep track of your choices, reflect the morals and sympathies of your characters) and the mechanical function (be a reasonably difficult thing to grind to offer a challenge to players). What we can see right now is that they are moving to a system that is more mechanical, as many players started to care about that aspect, particularly end-game players that do it as a way to have something to do until new content is released.
As someone that would love to use her list of quirks and connections as a way to tell a story (“see, my character got like that because of her personality - she has magnanimous, but some ruthless because of that one difficult choice, she is connected to church and has nothing of hell because she hates hell and sides with church every time those factions clash”), I think it’s a little sad that I have to buy an item and spend favours to get renown, because it dettaches for the narrative and feels a little meh. My connections are relatively low because I don’t grind them (I get them when the opportunity arises, or when a storylet gives you some rise on them), and each faction that turns to the renown system is a new faction that disappears from my connected tab. And even them, I can’t muster the energy to go and grind them, because, again, what the point?
To solve this, I think that it would be reasonable to get some renown at the end of making your name (and other special) stories, just like your quirks get a boost from them, and then letting more renown being farmable for people that wants to get out of the way to get it. This way, people that don’t like to grind qualities won’t be completely barred from even having them.
Personally, I don’t mind having no more than 5 renown from each faction, as long as I get them in the flow of the story instead of artificially raising it. You can’t imagine the size of my grin when my steadfast, raised without grinding, was enough to give me a little boon in the Pentecost Predicament. It made all my choices that raised steadfast (costing me financial rewards, in many cases) worth it. That’s everything I ask from quirks and renown: being markers that make your choices matter, instead of a cookie-clicker game. If this is happening, I don’t really care if you use “connected”, “renown” or whatever mechanics.