All we needed was system (most of all dice one). You can do same in PS, easily.
In other words, you needed a means of maintaining (includes tracking and modifying) state.
I\'m not arguing over if it\'s valid or not - it clearly is. What you seem to miss is that once a given state is implemented in-game, you cannot track it with a second source - the game\'s definition of your player\'s \"state\" must be authoritative.
Again, anywhere there is overlap, the game\'s version of \"state\" must be considered authoritative. Anything
outside the
defined scope of that state is natural for what you suggest - it is, as far as the game is concerned, stateless. Again, sword skill (as a dumb example) - if there is no sword skill implemented in the game state, then it\'s fair game for the imagination. Once it is tracked, however, the game must be authoritative, since *it* is the definition
according to the game. I can easily claim that the guy in the magic shop is a master sword trainer
before he is implemented, because his existence (or lack thereof) is outside the scope of the game\'s state. Once the game implements a guy in the magic shop, however, my ability to ad-hoc add new attributes to him is severely restricted - I can no longer claim him to be a sword trainer, because the game defines him as not being so... and that *is* the definition that the other 9 billion players will see.
Player death serves as an even more trivial example of why the two cannot overlap. Go pick a fight with a Brigand, and fight him toe-to-toe. Your master swordsman will make quick work of his foul prey, and the Brigand will lose. In-Game representations of the event will be dramatically different, however... including but not limited to your corpse being laid out in the dirt, followed by your not being there *at all* after it pops you to the DR. You can still RP a victory and that the Brigand was defeated, and you survived without a scratch - but in doing so, you flatly contradict the state as defined by the game - namely, that the other 5 people in your party are stuck waiting for you to run your ass back from the City, watching a Brigand stand around with 99% health.
PlaneShift isn\'t an RPG, or an MMPORG. PlaneShift is a state management system, that manages your paper, pen, and dice. Once the paper is used to track something, it must be authoritative in how we, as players, perceive that something. Otherwise, we each have our own sheets of paper, about ourselves (which is fine), and also about
each other... and no two will match... if they are allowed to overlap in what they define, they must by definition eventually contradict.
As a paper-based DM, you should certainly know this.