I remember the impression RuneQuest made on me as the first really systematic RPG I had seen, and then Champions with its points and 'builds'. The latter brought to the fore the kind of game-economy issues that figure prominently in WotC's versions of D&D.
When you've got such a prominent game within the game going on, its due is a bit more than the exemplary/advisory material in the early, wargames-campaign-inspired RPG rules sets. There's a trade-off of role-playing-centric stuff for more strictly defined abstractions.
My regular gaming group prefers to have situational considerations trump strict adherence to going by the book. The idea is that RPG rules are just first-approximation models rather than the whole story.
When you've got such a prominent game within the game going on, its due is a bit more than the exemplary/advisory material in the early, wargames-campaign-inspired RPG rules sets. There's a trade-off of role-playing-centric stuff for more strictly defined abstractions.
My regular gaming group prefers to have situational considerations trump strict adherence to going by the book. The idea is that RPG rules are just first-approximation models rather than the whole story.