I've been looking at how much the character advancement system of an RPG game really is or should be tied to the specific game world. Suddenly it struck me that character advancement (buying skills, levelling up, choosing feats, etc) is really a game of its own, running in parallell to the narrative game, and is played by most by rules of that are quite different than the rules they apply to the latter. This is most evident when you consider the often levelled charge of what I would call 'power-gaming' - choosing advancement options for the character not for narrative reasons, but to get the most 'powerful' character possible within the rules. Most gamers I know are/were guilty of this to a great extent, but these players are also great roleplayers. I had not considered this could be seen as a cardinal sin before I read the indie-rpgs forums, where the consensus seemed to be an almost hateful distaste it and systems that wanted to balance advancement options for such gamers in mind. The strict separation of 'gamist' versus 'narrative' RPGs underlined this. However, I do not think that such an attitude is healthy for a game, at least not one meant for casual gamers ;) Instead, look at the roleplaying and character advancement as two different and interacting games. The 'point' of the roleplaying game is the narrative itself, while the 'point' of the character advancement game is get a character best suited to what you want to do in the narrative. If you play a warrior in the narrative, then it is not a sin to spend some brain neurons to figure out the best build of your character to make him the best warrior he can be. To the contrary, this is what most players will do anyway (consciously or not). Game creators need to recognize this duality when they make the character advancement options. I suspect you will find, otherwise, that players will consistently choose some options and avoid others for reasons completely other than narrative reasons. This will hurt the game, as the real variety of options will be much less than the offered variety, and more importantly, options that might interact in vitals ways with the narrative might consistently be avoided. (Eg. If players never choose the 'stealth' skills because they 'have to' get the 'dodge' skills, it goes without a saying that some portions of the narrative will be avoided as well.) Lastly, 'power-gaming' is probably a much bigger phenomenon (or problem, depending on your view) in computer RPGs than in pen-and-paper RPGs. - Per