From: | David Buehrer <dbuehrer@****.ORG> |
---|---|
Subject: | Karma Pool (was Re: Companion and Math) |
Date: | Tue, 14 Jan 1997 08:51:53 -0700 |
|
| Beginning shadowrun GMs, take my advice: DON'T USE KARMA POOLS. Just give
| it all to your players as good karma (i.e. "experience points") and take
| the time to carefully develop your world and adventures so you /don't/
| need karma pools to make everything "all right". If they screw up, let the
| dice fall where they may. A shadowrun game without the very real chance of
| death - even when the character(s) /don't/ screw-up - is a waste, in my
| opinion. No tension = lame cyberpunk genre.
I sorta agree with you. However, I feel that KP is part of
the character of SR. I've played the James Bond RPG and it
had something similar called Hero Points. But that was
part of James Bond, being able to do miraculous things off
hand.
If you're like me and you like KP, but find that it gets
unruley for experienced players, think about this
*option*. Treat KP like a skill in terms of advancement.
Players can increase their KP by spending good karma to
increase it. Use the same rules for increasing skills.
This give's players the option of increasing their KP or
not, and makes it more realistic (and falls in line with
the standard rules for increasing stats).
You might want to take away the option of burning KP... or
not.
Criticisms?
-David
/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~