[color:"orange"]The problem with that is, in my opinion at least: You can't have moral issues in a game when the player just saves before fights or before important dialogues so that they can try it again if they don't like the outcome. I happen to think that only if the players - so, all of us - change their way of playing and thinking, the games can get more interesting. Cause no matter how striking the moral issues are... how unique dialogues are... how important decisions are... as soon as you save just because you don't want to miss something or because you want to get the maximum points, it doesn't work at all.[/color]
I usually save often because I sometimes like to choose dialogue options just for the fun of it - just for seeing how the NPC reacts to a particularly evil, stupid, or hilarious line. Then I reload and resume role-playing. I don't see how this would limit implementing moral dilemmas. Even if saving and reloading is done for maximizing the rewards - why shouldn't it be allowed as long as the player enjoys the game this way? Games should allow for different playing styles. If you like to face your moral dilemmas without saving, that doesn't mean everyone else likes to play that way. If checking what exactly happens ruins moral dilemmas for you, it might still make them more interesting for others.
[color:"orange"]In a P&P game, you can't save either... and that's actually the fun with it. You really have to think about what you are going to do before doing it... and if you make a bad decision you face the consequences. Such a way of playing is not really common in computer games...[/color]
In a P&P game, you can still talk about what would have happened if the PCs had acted differently, and that can be a lot of fun, too. We've often done that after sessions or even directly after making a certain decision.
I think it's partly due to the attention of others (players and GM) that facing the consequences of a bad decision can be quite enjoyable in P&P. In a single-player CRPG, that factor is missing. The "acting" component of role-playing falls short if no-one else is watching.
Of course, you might consider reloading cheating. But since players are only cheating themselves (at least in single player mode), why should anyone else mind? Taken to the extreme, "facing the consequences of a bad decision" would also mean that you don't reload once your character has died.