Quote:
Originally Posted by Greg 1
I'm a big believer in cash only for an ongoing cyberpunk game. It reduces the distance between the players and the character and encourages players to play their character realistically rather than meta-gaming.
The character wants $10,000 for a mod and the player wants $10,000 for a mod.
The character won't hold off on getting a mod that they want and have in-game access to on the grounds that the player wants to use those points elsewhere.
I feel the same way about any Advantage gained directly in the game world. If you make a friend, you get a friend - you don't have to save up and spend points for them. If you find some treasure, you get some treasure - you don't have to save up and spend points for it. If you achieve something awesome in a public place, you get a reputation, etc.
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This has always been my approach too; as Kromm said of some of the games he's run, I use the points system primarily for character creation, and then keep track of changing values in PCs and relevant NPCs as a (very) rough gauge of overall character capability, as well as in instances where someone has an ability tied to point values (Modular Abilities, DR with Absorption, etc); that and bonus points for advancing any skills or other abilities used in game, where appropriate.