In the recent Globalism seminar comments, Alan Barclay talked about encountering ditto copies of Dungeons & Dragons probably bootlegged from the GenCon release in 1974.
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It is crazy how common and how widely-developed craziness is, in role-playing. As much as world-building, as much as combat options, as much as magic systems, this is a definite feature of the hobby with its own schools and aims. It is clearly a primary path toward characterization, character development, player agency (through its managed lack in many cases), and emergent plot.