In general it's a great thing, although if I read the rules correctly I have a little bit of a problem with Erick's whole "good stuff means a good guy, bad stuff means a bad guy" because I can see a nice guy who is a klutz or somehow stumbles through life but has a good attitude about the whole thing.
Anyway, I'm actually wondering if you allow for players to buy unlimited amounts of Stuff or place limits. If you limit the Stuff, what are your guidelines?
This is a hot topic of conjecture with my group as well. Whole character creation strategies have evolved around out stuffing somebody. The players have, for instance, attempted to equalize challenges with goodstuff, Amber ranked versus A+ and I'm not sure how far that was intended to go. Any insights?
In my campaign, "stuff" was always sort of a good luck v. bad luck thing.
So, a character with 10 points in Stuff was more lucky than someone with 5 points. My GM usually capped Stuff at 10 points max, and when I ran games I do the same.
This means you can't really try to outdo the other characters much, since if everyone puts 10 points into Stuff it's as if no one put any points into Stuff. Except that everyone just wasted the points.
And I don't recall players ever trying to "use stuff" to do anything. This was always a GM fudge factor in our games, and players never quite know what it is that they have bought or how it affects outcomes.
KELT-SET Bishop of Blackmoor --------------------- "The secret we should never let the gamemasters know is that they don't need any rules." -- Gary Gygax ---------------------