From: | Mike Elkins <MikeE@*********.com> |
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Subject: | In defense of Bad Karma |
Date: | Tue, 06 Aug 1996 11:51:02 -0500 |
not badly? Some say no, others say yes. Here is my 2c.
If you want to put Bad Karma into the game, you need to answer some
philosophical questions first. Here they are:
In real life, in 1996, it "raineth on the just and the unjust alike". If there
are higher
powers in the universe, they do not hand out good and bad fortune based on
morality (in this life, anyway). For most of us, we wish the same to apply in SR.
The awakening COULD have changed this, however. Souls have an observable
existance, one can travel to spiritual planes of existance, why not? Characters
who perform great deeds are already rewarded with advancement (in the form of
karma). This is very common in RPGs, but inherently unrealistic. In Earthdawn,
they explicitly give a rational: Magic causes those who behave like heros to
become like heros. A GM COULD deceide that certain life-patterns in our
collective unconscious, certain choices of deeds and attributes, resonate strongly
due to thousands of years of myth and/or divine intervention. If you act like a
mythic good guy or a mythic bad guy, mythic good guy or mythic bad guy stuff
will happen to you.
All that said, it seems to me that assigning a number to this process is not such a
great idea. If you want a villian to be surrounded by an astral stink of decadence
and villany, do it. If you feel that a PC's soul has been marked by their lack of
compassion, have it show in their aura. If you try to create hard and fast rules
for it, though, players will simply munchkinize it.
Double-Domed Mike