Since announcing the new system, I've gotten a great deal of feedback from curious folks. Much of it is positive. Some of it is the internet equivalent of eye rolling. So I wanted to address a few of the points that have come up, in the hopes of clarifying what Karma is, and why we are doing it.
Does the world need another rpg system?
Short answer: Probably not. There are plenty of fully functional game systems already out there. Some have a huge support base, while others are tiny regional niches. I have books for over 10 unique systems myself. I'm well aware of what is already available on the market.
Long answer: always. The Karma Roleplaying System isn't meant to replace or usurp existing established systems. It's designed to be another option for players. The fact is, there comes a point when you "burn out" on a system, and you want to do something different. It's the reason anyone who has gamed longer than two year has attempted to create his or her own house system...with various degrees of success. You want something new. You want to take a break from what you have been doing. I'm a huge World of Warcraft fan, but there are days I don't want anything to do with Azeroth. So I jump on the Xbox and play something else.
So what is so revolutionary about Karma?
Nothing, really. Anyone that claims his system is revolutionary is blowing smoke. Karma isn't meant to be revolutionary. I'm not going to sit here and tell you how broken your current games are and how much cooler, more fun, and better Karma is. Karma is simply meant to be flexible. Storytellers have complete control over the type of games they want to run. Want to run a high-powered game with tons of combat? Throw a few extra starting character points at the players and a few bonus powers. Want to run a no-magic, low-magic campaign? Remove the magic system rules or slightly modify them. Want to run a futuristic space opera with a wide range of alien races? Use the point system to quickly design the new races.
More importantly, players have complete control over their characters. Just because your character is a wizard, doesn't mean you can't swing a sword. Just because you are playing a fighter doesn't mean you can't figure out a magical item. You've been traveling with a thief for two months, why couldn't she teach you how to pick a lock? Karma removes a lot of the artificial restrictions placed on players by class or level.
So doesn't that throw game balance out the window?
On the contrary. It reinforces it. With choices come responsibilities. If you want your wizard to wear plate armor, you're going to have to sacrifice somewhere else. Your priest can spend all of his spell creation points designing fireballs and lightning bolts, but then he won't have any restorative spells. You can design the uber-cool ninja, but what good is he if he can't also function in society? There are no "dump stats" in Karma, so overloading on one ability means sacrificing another.
So aren't you competing with Wizards of the Coast? 4E is coming out in June?
Somehow I don't think Wizards is overly concerned.
Again, Karma isn't designed to replace any existing system. It's an alternative. It's another option for players. We firmly believe variety is good for the industry, because it helps keep players engaged. That's why we are still committed to supporting 3.5, and we intend to support 4E. And we are also looking at other systems. In fact, many of our Karma supplements will be easily convertible for use in a variety of game systems. So players will be able to borrow ideas from Karma and use them in other games. For example, I've already had someone mention to me how Elemental Gemstones can be used in Star Wars Sagas. He noted that he could use the information to customize light sabers. Karma isn't meant to compete with other systems. Rather we want it to compliment them so players can get the most out of their games.


Comments: 7
No, seriously, of course there will be previews. In fact, we intend to release a "quick play" PDF for free before the core book release in November to give folks a feel for the system. We've also started to release a series of supplements that are useable now in your current games, but also provide some insight into what is coming in the Karma system.
Folks that know us know we're big on freebies. Our site is full of free downloads to give folks a sample of products before they buy. So yes, as we get closer to November you can be sure to see plenty of previews and freebies to help our customers make a decision on whether or not to try the system.