Well I guess I simply projected some of your other rantings against storydriven playstyles into this.
It's not that i mind telling a good story.
In fact, tabletop RPGs will almost inevitably generate a story of some kind, as collaborative narration is the main medium of our hobby.
I just prefer my games to be driven by player decision and dynamic interaction with the game world, rather than dramatic considerations (i'm not gonna digress too much here, as i already elaborated on this here; further discussion would be better taken to a separate thread).
That's not to be reduced to mere dierolling either; games where player decision is reduced to "i choose kewl powa X" or "i'll roll for skill Y" are a defunct, rudimentary and shallow form of adventure gaming, as they replace creative player decision and dynamic interaction to merely picking points from a menu.
Just as a forcefully railroaded tug-of-war between players and GM is a defunct, rudimentary and shallow form of narrative games.
If applied functionally, both styles will have their advantages, of course.
And, in fact, might have more common than dividing features.
Which is why roleplay vs rollplay doesn't work out.
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So, I will correct you, as I do not dictate how a character feels, yet I am quite adept at influencing how the player himself makes the character feel. Also the emotional state of a character will change due to a lot of circumstances. Simply put I tend to give, stimuli and suggestions, and have them make out of it what they feel is right. Works out perfectly.
Giving a player cues, but leaving it up to him how to pick them up?
Nothing wrong with that.
I just -mistakenly- got the impression that you would tell players "your character feels miserable now, act according to it or receive less XP for bad roleplaying ".
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I simply got the impression, that you prefer that style, by the way you filled your nut-shell. You seemed to be ruling out, that feeling horrible, might be nothing that is easily put aside. You seemed disturbed by tragic. A liitle tragic is something that can be worthwhile (it should however, not be overdone - like with everything else). Without the so called "white wolfy brooding" we'd be missing all the fun when other character tell them, what you filled your nut-shell with (forgoing the possibility to play it).
Well, i wouldn't rule that out alltogether.
I just think that it would not work for me this way.
I generally prefer PCs who try to achieve something in some way, as it is more rewarding for me to play someone who will be motivated to have an impact on his surroundings, to shape his environment according to his believes and desires.
It produces the highest synergy between character-centric and player-decision-centric gaming, leaves a great deal of free room for different concepts and drives the story forward.
Self pity only works out with such a concept if applied in very controlled dosages.
That's just personal preference, however.
I don't mind which kind of characters other players choose, it's them who have to be comfortable with their choice.
The key is to have a good solid background and explanation for the character. I pretty much let my players play anything as long as it is well thought out and has a solid base (to a certain extent). I mean if my character wants to play and ugly elf or a very good looking orc, so be it as long as he has a good story with it and plays his character. There is nothing worse then a player who makes a PC that has a really brooding or rash personallity but only plays it when it wont hurt him. Such as a player that wants to play a crazy combat monster with no fear and cant stop till someone dead but out of character they know doing so might kill them so they play it down or (like a game i was playing in) a magic item addicted player passing up a very strong and useful item because he knew out of character it had some sort of taint on it. A player can be anything under the sun just like in real life, as long as his sticks to his guns and plays it to their characters grave. (Unless the character starts having a personality change, of course.)
If such actions would not be perceivable in game, this would simply come down to cheating.
I'd have problems with that, too.
The trouble is, when someone tries to to portray a nuanced, believable character, avoiding excessive stereotyping and taking into account a certain degree of unpredictability that accompanies the actions of most human beings, it is difficult where to draw the line.
It is perfectly plausible that characters who are not terminally stupid wouldn't give in to their obsessions when it obviously leads to disaster.
Furthermore, in many cases, such traits are accompanied by clear mechanics on how to apply them (hence the drawback mechanism for followers of mentors such as raven, seductress or trickster or the addiction rules).
Therefore, and because i can expect my fellow players to act out defining traits of their characters, i take such statements with a huge grain of salt.
As far as good background stories are concerned, i require them anyway, so i wouldn't link them to specific character option choices.
I see no need why a street sam with average equipment should be allowed a superficial portrayal, while a centaur shouldn't.
Moreover, it gets really tiresome when backstories turn into mere justifications for why the character is running the shadows, where he got his gear etc.
I prefer backstories that instead provide plot hooks and ways to tie the PC into my campaign, show me what the player likes about his character so i can give him spotlight time and leave room for the character to develop, white spaces to flesh out during gameplay, as you usually only truly realize how to play a PC when you actually play him and act in character.
All this can be easily done by any player with enough intact brain cells and common sense to actually enjoy our hobby, and if you hand out a brief questionaire before the game, will be achieved easily.
This is why i don't put too much strain on backstories and why i give a lot of leeway in character option choices.
When done under the wrong auspices, the REALLY GOOD backstory (yes, i actually see posters seriously capitalizing this on a regular basis) can too easily become something that actualy hinders intense roleplaying instead of furthering it.
They should be starting points and primers for interesting developments, not a straitjacket.
Not saying that the kind of backstory you require fits the negative criteria i mentioned above, as i don't know how your group plays, just telling how i handle it.