“An in-character action will have in-character consequences”. A simple rule, but how often is it used in a game, and to what degree? Essentially, what it means is that when a character performs an action, there will be consequences related to this action, and the player should accept that such consequences are part and parcel of the game. On the
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Well, in general, the rule's a pretty basic point of "tabletop" roleplaying. It remains a bit weakness in CRPGs because programming consequences for all the possible actions.
I think there has been some shift in RPG philosophy over the years from random dungeon crawling to collaborative storytelling. In the earlier cases, the game treated characters like little more than a set of stats and gear, so yeah, they were perceived as more expendable. With the shift to story, we got the addition of backgrounds, and deeper settings leading to more action in RPGs that wasn't just "go kill things." Along with that, you get an increase in emphasis on the overall story. And for an ongoing story, it's generally a good thing to have some consistent characters. That led to mechanics to support that from the expectation that a PC is more powerful than NPC to things like "fate points." But... as much as I feel that shift was very real in the industry, it all boils down to how people play the games. The most skeletal, "crunchy" game can ( ... )
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Although Traveller was an exception to this, quite extensive backgrounds at the beginning of play.
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