BryonD
Hero
This is a mistake.One reason I dislike GM-driven RPGing is that these tend to be subordinated in play - so my PC's goal (to borrow an example from Christopher Kubasik might be to woo a princess, but I spend my time hunting for the GM's McGuffin. There's a lot of discussion on these boards about "murder hobos", but I think a certain approach to play naturally tends to lead to it - if there is no significant scope in play for players to express their PCs' dramatic needs, it's natural that their range of character motivations will tend to narrow into ones that they can express.
I can't know, but I'm willing to presume that you have experienced it (I'm guessing more than once) and thus presumed this is the way it is for everyone.
But if your claim was correct then the games would not be fun.
If the game was not fun, few people would play it.
If few people played it, it would not be a dominate format of play.
It is a dominate format of play.
A contradiction is reached, demonstrating the starting presumption to be incorrect.
If a player wants to do one thing but instead finds themselves forced to chase the GMs McGuffin, then one of two very broad things has happened:
The player and GM failed to mutually understand the game expectations or
The GM sucks.
Either one of those things will make any game system bad.
I can readily reject the idea that the problem you identify occurs in games run by me or many other games I have played in. I see it as the GM's job to make players beg for more game. The behavior you describe is the opposite of that.
I have seen the results you describe. But there are other causes. And I solved the problem by moving to better gaming groups (or just better GMs)