I think, in an ideal situation, it could be self-sufficient. However,
people consistantly and painfully point out that things work out far from
perfect.
People don't keep their mind in the game, even some of the best roleplayers.
If you make enemies with someone with one character, chances are good that
other characters are going to carry that resentment as well. Especially if
it's taken personally (Cali is a good example of this).
It's something called suspension of disbelief that immerses us in movies and
games and such, but it is also that same suspension that makes things appear
more realistic. A good movie can draw you into it and make you feel as if
the characters really truly exist. Similarly, a good game can draw you in
and make you feel THEY exist, even if only they are a few pixels with
another person determining their personality from another end. You inject
your own feelings into characters and that makes them come alive, but that
same injection can become toxic when resentment is there.
"Respect the person, hate the character" is a notion that would be great to
have in roleplaying games but much too often falls short. People you like
on the game you get to know, and you think you know. Your mind works a mile
a minute trying to project what their personality is really like, how they'd
react and such. A "good" character must be projecting good personality
traits of themselves onto their character so they are "good" people. A
"bad" character must secretly get a thrill from being nasty so they must be
"bad" in real life. These "conclusions" happen a lot subconciously, but the
wall between the reality and fantasy wears thin. Some people can manage to
realize that a "good" character might be a jerk in real life and a "bad"
character can be the nicest person if you'd met them, but those are few and
there are usually degrees of that. To some extent, projection usually takes
place.
Then you get the people who act "evil" because THEY (not their character)
are bored. Another projection for the worse, it influences them. People
can have a bad day in real life and that can influence their behavior
(personally, I'd refrain from taking it out on an RP environment in the
first place).
It also doesn't help that people feel they have to immediately justify it,
which stems back to the subconcious projection, only in reverse. People
think that if their "bad" character is hated and despised, they (the person
behind it) are hated and despised as well. They often feel they have to
rationalize it ("It wasn't me, it's just my character!" and they're mostly
right. When I exiled Max, I heard a plea for help exactly like this, and I
said I understand it, but my character couldn't let the wickedness just
pass. I pointed out that *I* (David) felt no hatred towards him but I
(Dartanian) did have some resentment for someone who would slaughter
innocents. It was my character who stuck by his convictions and wanted to
protect what he believed was right, where as the person behind it could
never see themselves even having that much power. Dart doesn't always speak
for me and I don't always speak for Dartanian (although we do have a lot in
common).
You will always have those people too who believe it's "only a game." And
those will not see what they do as wrong. What they fail to realize is that
characters don't usually see it as a game, it is all too real to them. You
CAN have a character who treats life as a game (one of my other characters
is definitely like that) but they should act accordingly. If they treat
life as a game of chess or checkers or chance, then that works. If they
treat it as a game with pixels and clicks, then that's wrong. This subtle
distinction many miss and is another way where a self-sufficient community
falters.
People cannot make actual roleplaying laws without being severely
criticized. Putting a tax on something would be wonderful, if it was a
roleplaying community. It would also be perfectly acceptable to certain
people and not to others (nothing is going to have 100% support). Yet
people take it outside and think "I hunted to get this, I'm keeping it."
Certain items could be made illegal, and then we'd have tyrants.
Personally, I think a law stating that a sword must be sheathed in city
limits would be reasonable, but many would see it as tyranny (Dart rarely
carries an exposed dagger in towns).
People also look simply at stats too (called min-maxers in RPGs, people who
try to find out which specific skills and attributes are needed to be the
best and forgo all else). This one, I admit, is hard to distinguish because
no one wants to be deficient but some variety would be nice. This takes
people out of the game too, as characters simply become calculations and
numbers and not flesh and blood.
So what's my point? The point is that any time you have people taking their
minds outside of the game, you cannot have a completely self-sufficient
community. If people's evils and good deeds stayed inside the game, then it
might work. But taking vendettas out on or with other characters, looking
out for their own (and not necessarily their character's) best interest, and
treating things as simply toys takes away from it. It will seem kind of
silly to some, but you get the most enjoyment and the most fun out of being
serious sometimes. And if you are serious about the roleplaying, much more
elements would be added by characters to make it more interesting. Thank
you.