I play an RPI, so the criteria is going to be a lot different from a non-RPI game. Permanent death changes the whole PK side of gaming. Having no "training points" or needing special equipment to do stuff changes everything too. Further, the notion of "balance" is tossed completely aside, replaced by a system in which proven trustworthy roleplayers are given the opportunity to play more challenging roles requiring such trust.
For me then, the only thing "necessary" to make PK fun, is a reason to kill another character. Success is a bonus, but isn't necessary. The RP involved in plotting, planning, executing (pun intended) is all what makes it fun. Once the victim is dead, he's dead.
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