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Karma A new open Aspect for Active Exploits.
Karma (open aspect)
Karma can be challenging to implement into the game, and can easily be abused. However, with the right environment, it can bring a unique cooperative storystelling element to the game, and perhaps create some great stories along the way.
Karma starts at 0, and goes up to infinity (but generally never below 0). A player can earn Karma by “jinxing” himself in bad situations. If a player says ”I sure hope my gun doesn’t jam now…” in an obvious fashion, and if the director likes the idea, then the gun will suddenly jam, and while the player should curse profusely, he also gets to add a point to her Karma.
At some later point, a player can wish for some small beneficial act of luck: ”I sure could use a sword right now; I wonder if its in the mantle?” If the director accepts this, she can deduct one (or more) Karma point and allow the event to transpire. In this case, the player will notice the sword miraculously available to him.
Karma effects should not related to the mechanics of the game (relating to effort, for example), but should reflect accidental botches, gaffes, stupid mistakes, and dumb luck that presents itself in either an incredible or incredibly stupid fashion.
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