Now it’s even more confusing about Karma. If the system becomes too complex and lacks a clear entertaining, game‑like orientation (meaning it punishes unconditionally, directly reducing luck in proportion to the karma scale, and so on), I’m afraid that players will disable it. Which is exactly what’s written: a potential contradiction between crime and karma would be resolved by reducing or disabling it…
The main point is that bad people are often luckier, and therefore, some aspects of bad karma should be beneficial for short-term luck. And therefore luck could be a separate gameplay element and a subject of bargaining, including the possibility of trading it for karma. Lucky chances (cards) with RNG have always been part of simulators and beyond, players are familiar with them, and they are a significant gameplay element. Karma, however, is not.
Perhaps in this case gambling would come into play, and it’d somehow affect the game’s rating, who knows.