QUOTE (Kyrel @ Feb 6 2013, 05:01 PM)

OK. My 2c on this matter.
1) RAW getting rid of a Negative Quality requires 2xBP cost, GM approval, and potentially additional in-game requirements.
2) As a GM I have the oppinion: Never let the rules get in the way of the story, the group's fun, or something really cool. And I prefer something making sense, over something being "balanced".
3) If you pick a given Quality or Negative Quality for any other reason than because it fits the character concept, "BLEEEP!"...try again. I'm allergic to that kind of optimization antics. On the other hand I'd have no problem letting people getting away with removing the Debt NQ simply by paying off the debt in-game. And if you kill the Enemy you came up with me before the game, then depending on the nature of Enemy, I might just let you get away with it, and considder it over and done with, BP expenditure or not. On the other hand, there are plenty of Negative Qualities I wouldn't let you get rid of, no matter how much Karma you might be willing to throw at it, to make it go away.
IMO the prime purpose of Negative Qualities are character flavour and plot/story hooks, and if you ask me, I'd have no problem removing the bonus BP you get for taking them in the first place. And yes. As a player I'd still take some of them, if I felt like it suited the character.
ok, let's try this another way:
2 people are in the same group. they face the same challenges, and for the sake of discussion, roleplay equally well, and there characters are identical except one of them has... oh, for the sake of argument, rating 4 gremlins (20 BP), while the other has in debt for 20 BP.
after playing several sessions, having received equal rewards in every way, the player with in debt decides to pay off his debt. now then, the player who took in debt suddenly has removed his negative quality entirely. the other player, having played just as well, contributed just as much, and for the sake of discussion being in all ways equal, would also like to remove his negative quality (gremlins).
now, if you would just say "ok, sure, you'll need to spend a few thousand nuyen on some sort of procedure that will remove your negative quality", then ok, you're being fair to both players.
if, on the other hand, you tell that second player they can't remove their gremlins flaw at all, you're treating the second player differently from the first, in spite of the second player having done everything just as well as the first. this is very clearly not fair to the second player, who has done nothing to deserve a lesser reward than what the first player got.
if you tell the second player that they must first resolve the negative quality in-game and then pay double the BP in karma, you are also treating the second player unfairly.
they have, for the sake of discussion, behaved identically. if the first player get to have a reward and the second player does not, is that not the very definition of unfairness? to treat one person poorly and the other well, for essentially no good reason?
now let's add in that most likely, they haven't been equal at all; the guy with gremlins 4 is probably suffering FAR more from the negative quality than the guy with in debt, because having to pay 3k a month is an inconvenience but suffering from a drastically increased number of glitches is a serious disadvantage. the guy who has gremlins most likely has been affected far more often, and has likely incorporated such a noteworthy flaw into his character as a fairly significant element. the guy who took in debt, it's probably barely even a footnote in their life. it certainly won't be around their character for very long, or at least it doesn't have to be.
as has been said: in the interest of treating your players fairly, you should be consistent. otherwise, expect your players to suddenly imagine lots of characters that have debts (because frankly, i can't think of a single character concept that couldn't owe someone a lot of money very plausibly), and for your players to set aside their characters with other (far more character-defining) negative qualities to get put on a shelf for someone else's game, because you are punishing a certain behaviour (choosing significant flaws that are difficult to remove) and rewarding another (purchasing easily-removed flaws that are not a significant part of the character's identity). or, alternately, expect some player dissatisfaction, because if you arbitrarily decide that one person is going to get slapped in the face, and the other is going to get a $10 bill, and neither of them did anything significant to deserve it, being upset is bloody well a perfectly reasonable response to that kind of treatment.