Karma, Rewards /Consequences Do you use it? If so, what is good, and if not what is bad?

1QD

Game Creator Extraordinaire
So I have introduced Karma as an optional rule in my system. It is often used as a reward system, and even other players can suggest karma if the occasion calls for it. I have brought forth the idea to other communities who abhorred the idea, claim there will be excessive favouritism, over reach and control. This has not been the case. In the twenty six years I have been using it I can count the number of times I have awarded a negative Karma ability on 1 hand. In counter I have awarded over 300 Karma abilities.

My point for using karma is for awarding good behaviour such as , saving character lives, sacrificing loot to help further the story, and player who put in a lot of effort. Negative Karma is used to deter argumentative players, or ones that disrupt gameplay. ( As mentioned I game with adults , so this is extremely rare.) It is also awarded for in game things such as, killing innocents, damaging the party with aoes or worse yet killing them. Use of karma becomes universally understood very quickly within a campaign. While I can understand that in the hands of some it could be abused, but to clarify here I am taking a well balance incentive type of position, not a toxic heavy handed one.
 

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Not as such, playing Paranoia we had a another player start being obstreperous towards the GM and we all told them to knock it off. As GM I have rewarded player characters with luck points, do a re-roll or something of their choosing, usually for good role-playing. Try to never do stuff negative, doesn't really work.
 

Okay, so it's a meta currency. Nothing particularly unique about that. Some systems have it, some don't.

Awarding negative meta currency to punish bad gaming behavior is counterproductive on multiple fronts, though. It's generally not going to make the situation better, it's just going to make the problem player upset and more likely to act out. It rewards bad behavior with negative attention. Using the same currency that you use to reward role-playing is literally training bad players to believe it's okay to behave badly for awhile as long as they make up for it later. And using the same currency to enforce in game alignment means bad real-life behavior can be treated like an in-game resource.

If you have problem players, address them directly like an adult. Don't make a game out of it.
 

The only time I ever gamed with someone that used “negative karma” in his games was back in the early 90s. He called them “dummy points” and used them to punish player actions. He had some kind of reward point system too, which he generally only handed out to his 3 closest friends or to people that bought him beer and food. I abandoned ship right away from that guy, but he ran his games at a local comic shop so he always seemed to have a revolving door of players at the ready.

It taught me the lesson to never run games like that and to never use in game meta-currency to punish players (or to reward real world bribes).
 

I really like that idea of Karma/Honor because I like to award bravery. Everything to heavy-handed Hackmaster where high Honor will get you discounts when purchasing items and bonuses in combat because your opponent can sense your importance; to the more subtle ACKS and Dragonslayer, where dying bravely lets you reroll another character with a portion of your dead PC's XP.
 

My point for using karma is for awarding good behaviour such as , saving character lives, sacrificing loot to help further the story, and player who put in a lot of effort. Negative Karma is used to deter argumentative players, or ones that disrupt gameplay.
TSR's Marvel Superheroes had a Karma system designed to encourage player characters to engage in silver age super heroics like saving lives, rescuing people, going out of their way to help someone, etc., etc. I don't remember the particulars, but I think deliberating killing someone resulted in a loss of all Karma. There was probably some Karma loss for unheroic behavior as well.

Vampire 5E doesn't have a Karma system, but it does have tenants. A tenant is a rule that if violated causes a character to gain a Stain. Collect enough Stains and you risk lowering your Humanity. Never betray a member of the coterie or never feed on children are examples of tenants. Each player decides what their character's tenants are and as a group they decide on what the campaigns tenants are. Any violation of the campaign's tenants results in a stain.

I think it's a great idea to mechanically encourage the type of game play everyone wants to enjoy.
 

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