Who talked about that?Changing those goals and personalities on a whim
This doesn't seem to me to have any bearing on what I said, or what I quoted from Paul Czege.What I see is that, rather than the players being able to learn about the NPC's - what motivates them, perhaps their weaknesses in that regard, how they might be leveraged - that can all be swept away in favour of "allowing me to retroactively justify their behaviors" in the interests of " turning a freakin' firehose of adversity and situation on the character". Sure, last month, you gained the Baron's trust and gratitude by rescuing his niece, the light of his life and his reason for living, and learned that nothing matters more to him than honour. But this month, he slits her throat as a sacrifice to dark daemonic powers which he pits against you, because that will be more exciting. No reason that Baron's love for his niece, or his gratitude, or his honour, should be in any way consistent from game to game, right?
No one is talking about not preserving consistency of NPCs. The Baron doesn't change his personality from moment to moment. But if it would be dramatic, in a given episode, for the Baron to turn on his niece, or on the PCs, then a bit of demonic possession may be in order, yes. Czege is talking about adapting and authoring the fiction to suit a metagame agenda, rather than letting the fiction dictate it's own course.
In the case of the siege, as I stated, one doesn't introduce a siege only if some NPCs are already established in the GM's notes as wanting a siege - you establish a siege because it's dramatic, and then you write in the NPCs with the motivations that underpin it.
It should be possible to discuss other's playstyles without insulting them.For myself, villains who have actual personalities, not just "He's crazy so he does random things - always in the interests of making you lives more difficult" are far more engaging.
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That does not mean PC's are not the protagonists. It means their status as protagonists does not reduce all around them to cardboard cutouts.
I have a fairly large number of actual play threads on these boards, some of which I linked to upthread. I have also given actual play examples in this forum. The NPCs in my game have actual personalities. Those personalities, however, are authored to generate dramatic conflict. And the PCs in my game are not cardboard cutouts; they are played by their players, however, with an eye to dramatic flair. And the suggestion that games GMed by Paul Czege - he's the guy who designed My Life With Master - are shallow affairs I find pretty hard to accept.
Taking deliberate steps of authorship - introducing story elements, including NPCs, because of their contribution to the dramatic stakes and pressures of the sitaution - doesn't make a game more shallow. In fact, the experience of many actual authors of fiction would suggest that it can be quite the opposite.