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My Experience with Karma
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<blockquote data-quote="Rune" data-source="post: 5833691" data-attributes="member: 67"><p>My players love it. The amount of work they're willing to put in to earn karma points varies from player to player (from sporadic to frequent). The one who likes to make NPCs and maps and such gives me campaign fodder and stockpiles a few points (but is not hesitant to use them to further the party's interests, either). This stockpiling is not a problem (in fact, it keeps me from having to worry about TPKs).</p><p></p><p>Even with this stockpiling, I hand them out much more rarely than your system does. This helps them feel like something truly earned--and just rare enough to be too valuable to squander, without being so scarce that they never get used. My players might go through several sessions without using one, but, then again, they might use a few in one session, if they see the need.</p><p></p><p>I like the elegance of a mechanical approach, but my players have grown to love the Plot Twist cards so much (probably because they <em>know</em> there are a few times they have altered the course of the campaign) that that particular manifestation is certain to remain a fixture in my games.</p></blockquote><p></p>
[QUOTE="Rune, post: 5833691, member: 67"] My players love it. The amount of work they're willing to put in to earn karma points varies from player to player (from sporadic to frequent). The one who likes to make NPCs and maps and such gives me campaign fodder and stockpiles a few points (but is not hesitant to use them to further the party's interests, either). This stockpiling is not a problem (in fact, it keeps me from having to worry about TPKs). Even with this stockpiling, I hand them out much more rarely than your system does. This helps them feel like something truly earned--and just rare enough to be too valuable to squander, without being so scarce that they never get used. My players might go through several sessions without using one, but, then again, they might use a few in one session, if they see the need. I like the elegance of a mechanical approach, but my players have grown to love the Plot Twist cards so much (probably because they [i]know[/i] there are a few times they have altered the course of the campaign) that that particular manifestation is certain to remain a fixture in my games. [/QUOTE]
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