Karma System?

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Rep would be nice as it is part of the original PnP. It would also help keep some of the predators (gangers, hostile edgerunners, corporates,.. ) off your back.

If you are recognized. I think it rep would be ok but only if it would be invisible for a player. Also it should be different in different circles - like if u are contract assasin then the rep would be only among other assasins and the clients. For sure not some mobs on the streets. If u are rockstar everyone may know u witch may even encorage ppl to attack or kidnap u. And u should only see your reps through NPC reactions and comments, news articles etc.

I dont want the game to be simplified or to have my choices to be based on some points that I can get or loose.
 
No karma system for me.

Most games that tend to have one seem to have good intentions, but it usually backfires.

The Old Republic is a major example of how bad they are.

I leveled a Marauder to 50. I let Vette free of her slave collar the second I was of Korriban, befriended Jedi, fought with honor, assisted a Republic Trooper squad in danger, treated all my companions well, and yet I was still rapidly promoted through the Sith ranks to reach Darth status and became Voice of the Emperor even though everyday I had rebelled against my Sith training and was a noble warrior with a code of honor.

Dishonored and Witcher are much better examples. Let your actions affect the world, don't turn them a minigame to get to the next tier of Karma.
 
If you are recognized. I think it rep would be ok but only if it would be invisible for a player. Also it should be different in different circles - like if u are contract assasin then the rep would be only among other assasins and the clients. For sure not some mobs on the streets. If u are rockstar everyone may know u witch may even encorage ppl to attack or kidnap u. And u should only see your reps through NPC reactions and comments, news articles etc.

I dont want the game to be simplified or to have my choices to be based on some points that I can get or loose.
Well think of the theoretical concept of your vision integrate with your personal computer(i.e. The one that would be implanted) with that you have face recognition app that feeds you all the data about that person. Within seconds you know that this guy is an Arasaka "security specialist" with some alleged assassinations that never prosecuted. Game play could be an underground database of known edgerunners which feeds this app.
 
2020 uses Rep - and it can be vital, since it affects whether or not that Laced-up booster tries for your new Hushpuppies or decides to back off. It's a Facedown check and it's up to the player if they want to employ it. Typically added to a skill and accompanied by appropriate dialogue.

There is also your Humanity stat, which is affected by cyberware and drug use. That typically goes only one direction over time. Not up.

Aaaand that's it! One of the best things about Cyberpunk is that you are free of external game-mechanic morality! No alignments, no Path, not even an Insanity stat.

It's just you, the choices you make and what happens afterwards. 100% Organic Karma - SoCal Approved!
 
No, thank you. Artificial systems where you get "points" for good/bad actions are ruining RPGs these days. I'd rather have my choices affect the world, just like in the Witcher games. I don't need a game that rates the morality of my actions with points.

I agree with this completely. Karma systems take you out of the game, distracting you and even pushing you to make decisions based on how that will affect karma, rather than simply making the decisions you want to.

Instead of karma, like gregski says, change the world. Based on actions/conversations, have other NPCs in an area react differently with dialog towards you, and possibly minor relationship options. Decisions could also affect things like vendor behavior towards you in terms of items available/pricing, and affect media in the game (maybe you hear the tv news talking about you, or are able to pick up some sort of cyber-newspaper and read a little about how your actions have influenced something. You can do it in various ways that are very effective (dialog/text/buying options/minor interactions with NPCs like granting access to areas/relationship options) but that don't require a great deal of effort/time spent by the devs to create.
 
Another "no" vote for karma. I used to think it would be a neat addition to RPGs, unfortunately it has led to a surge of ridiculous black and white options that make no sense, being used as the basis for the system.

"Should we burn down this orphanage or donate all our money to it?"
"What? Neither. Go the hell away."

As others have mentioned I'd prefer there to not be straight "good" and "bad" options in situations. Things just don't work that way.

In addition to that is the canceling out of "bad" deeds by doing a bunch of "good" ones which just seems silly.

I do like the idea of a Rep system. Though I'd prefer it to remain hidden. I'd also like to see it so you only get Rep if someone knows you did, whatever it is you did. Like if you are going along and get attacked by a couple of guys and the last one attempts to flee. If you let him go word gets around. If you kill him though, no one knows who did it. Of course that might also mean that he comes looking for you with more friends too.
 
I think moral ambiguity is the best choice. there should be no good or evil only choices.
 
Does anyone recall how Alpha Protocol handled the idea of choices? Every single decision made has consequences. Sure, the game needed a load of work to be good, but it was a good concept.

No alignment. No karma. Just a choice that might as well be between the lesser of two evils that you can't even tell apart and the consequences thereof.
 
I think you guys misunderstand. I think what he has in mind is more something akin to the “Chaos system” in Dishonored where actions like killing lots of people has negative drawbacks (such as more plague victims, corpses, rats etc.) while rescuing people has the opposite effect. I wouldn’t mind something as subtle as that as long as it stays logical as some of you already said.
 
Yeah I would avoid a system like in recent games as Mass Effect. I would prefer, as it was stated, logic consequences. If my Char will shot down a Fixer it is unlikely people in the Underworld will trust my char and so on.
 
Morality System... Hmmmmm...
Been There Done That.
Mass Effect. FAIL.
Dragon Age. FAIL.
More Along The Lines Of Deus Ex Human Rev With Consequences For What You Choose/Agree Or Disagree With.
 
I think you guys misunderstand. I think what he has in mind is more something akin to the “Chaos system” in Dishonored where actions like killing lots of people has negative drawbacks (such as more plague victims, corpses, rats etc.) while rescuing people has the opposite effect. I wouldn’t mind something as subtle as that as long as it stays logical as some of you already said.

Yeah, but still, it implies that if you're doing "bad" things - you're making your life more difficult, while when you're a "good" guy it's gonna be easier. I would like to avoid even such subtle qualification of your actions. Hey, maybe sometimes doing bad things can make your life easier? I'd rather leave it totally to the choice & consequences system, just like in the Witcher. It's a good system because there is no system ;)
 
A karma system would have been nice,or will be maybe. From good u send,u get better back.n from bad,worst to come, as in life
 
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