Because I am not that interested in their amateur fiction.
Rather, maybe ask the question:Good thing you never want to build stories with them.
Oh wait, those are the players whom you want to DM.
Luckily no player who has invested enough in their character to come up a long background ever wants any of those details to come up in play. I am sure they will be happy to know that their work has been discarded unread.
Rather, maybe ask the question:
Does a single PCs long initial backstory benefit the collective story building of the group moving forward?
Nope, not the question I'd ask. If a player is engaged enough to give me that level of detail, I'll work it in. Why would I want to discourage player buy-in?
Anyway, I usually have an arc for each character as well as campaign arcs going on, and usually manage to twine them together by later in the campaign - that player A was part of a cult but left it and player B has an estranged father and player C is the disinherited black sheep of a noble family who's now found religion which has moved him off a self-destructive course - these can all give hooks and not be mutually exclusive. .
I've found that players often enjoy more when they are fighting for something they care about, and if they bothered to write it up in a background then they care about it.
As with most things in gaming, communication between DM and players is the key. Though it's, as always, the DM that must balance the wants of the various players.Different people want different things from the game.
Sometimes the game is about the players, sometime it is about what the DM has planned.
Either way can be fun, neither way is wrong. As long as everyone is on board it's fine.
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Player buyin is great. The question stands though, does a large backstory tend to encourage spotlight hogging? Which takes away from the evolving story of the party as a whole?
All great, none require more than a paragraph from any given player.
I 100% agree that players are more engaged when it's something they care about. But, I've found that applies even better when it's the whole party that has shared in experience. That's better done at the table as opposed to a backstory.
So you're saying that if the player gives me more hooks, it's not under my control how many I use so a player grabs more spotlight?
Please, I don't really understand your point. How does more backstory force me to give them more spotlight time?
The point under discussion isn't how concisely small examples that I picked to fit several in a sentence can be written. It's about a DM refusing to read a character's background if it's too long. That super-simplified examples can be written shortly is besides the point.
And then you should admit that it's even better when you do both - have things that tie in character backstory and while-adventuring points.
Unless you're saying that any given scene can only have a single influence - which I'll respectfully disagree.