QUOTE (Christian Lafay @ Dec 9 2011, 03:35 PM)

...Slight derail. Now I imagine the main reasons Free Spirits get paid is to stock pile the money to make some faustian deals with people who needs cash. Woot! New character concept!
I used this in a character concept. I took a Contact for a free spirit that operated as kind of a Magical Fixer who dabbles as a sort of shadow-mentor for the arcane and mystical characters who can earn his attention or favor. Like, oh, teaching useful metamagics (in which case, the karma is paid directly to HIM, which he really wants because he's a free spirit), or facilitating the trade of karma in tutor-sessions for various things (like helping a mage bind a new focus quickly, which normally takes a lot of karma.) the character was a sort of starving-artist magician with a very close ally spirit, almost being taken advantage of - a source of karma to feed to her own spirit and learn new spells with basically kept her from climbing out of the starving-artist financial hole.
Its a cool concept, if the GM okays it. The problem is the exchange rate, as it has the potential to unbalance things.
In the current game I'm in, we allow Karma to Cash at the usual rate of 1:2500. Its an option for the street sams and the hackers, who rely more on gear, and it represents finding a windfall or a deal on the gear you want.
In the same game, we did NOT allow cash to karma until very recently (its running on two years now). The current exchange rate on that is 100,000 nuyen: 1 karma. Its very expensive, and basically is so high to keep the rarity of magical goods and enchanted artifacts really high.
Worth noting, players occasionally got extra karma points for really awesome roleplaying moments as a pat on the back, and so it ended up making a bit of a difference when someone wanted to, say, but a new drone, but also had to pay for rent.
Another game I've seen here on dumpshock had a sort of cash-to-karma-and-back-again minigame. Basically, when rewards were totaled and tallied at the end of a mission or session, karma/cash trading was allowed both ways. BUT the exchange rate was set by the proportion of the rewards (money/karma), with a price floor that it can't go below 1:2500.(fairly sure it was based on total awards, not individual split) This means the exchange rate changed as the game progressed, and had the effect of making a sort of stock-exchange mini game, where players could wait to buy things, try to predict what it was going to be like if they survived, and come out a bit ahead if they predicted it right.
A concept I would like to play around with testing is handing out rewards ONLY in karma, but allowing exchanges, and seeing how fair it keeps the archetypes.
Other than that, I have a bit of feedback on the whole thing.
Karma To Cash is a fantastic option, and there is really no harm in including it. It might even be a better idea to up the cash you get out of it, as it helps even the playing field when the sammy is starting to think about getting alpha or beta ware. (a mage needs 5 karma = 12500 to get a really good new toy, but the non-magic classes new toys are often 10-20k or more, multiplied by 2 or 4. Software and skillwares are rather expensive too).
Cash to Karma, however, is the potentially broken one. Game goes on for a while, team earns 20k each for a big job, mage has a few karma lying around, deciding if he wants a new spell or whatever, AND the karma for surviving the mission. Transfers it all to karma, and boom, gets an initiation or a metamagic, and experiences a large jump in power. That's kind of what you want to avoid. That being said, some kind of 'magical lifestyle' option for the mages to help give some amount of money to learn new spells or get an extra point or two so they can initiate is a good thing.
If you're allowing converting of any sort, the best thing you can do is re-evaluate the exchange rate as the campaign progresses. As people start to initiate, and submerge, and buy higher grade ware and get paid more, the default transfer rate starts not to cut it, and its starts to not be a really useful tool. (compare the cost of alpha move-by-wire rating 1, and an adept buying metamagics/power points using the optional rules for that to get improved reflexes, and you will see what I mean).
And you will also start considering basing run rewards and payouts based around this option you've provided, as a way to cut down the power creep you have introduced, and more bookkeeping is always a hastle.
Also, whether or not you are using 4th or anniversary edition karma rewards makes a -huge- difference.
If you are including the option on your game, or are looking at doing so, I would suggest trying:
Start with 1:2500, convert to cash only, and see what people do with it. Trial houserule
OR
Cash to karma: 4000 nuyen : 1 karma. Goes both ways. But, consider imposing a conversion limit based on lifestyle ratings, per month. (0 for street, 1 for squatter, 2 for low, 3 for middle. Start doubling at high and luxury, and consider lessening the restrictions if playing with anniversary costs.)