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.
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.