Sadras
Legend
I expect my players to signal, either explicitly (in some systems or if I call for it) or implicitly, what they think is at stake for their PCs. Having done that, why would I waste everyone's time on something else?
Agreed, but that is the style of a story now table.
The "Background" technique sounds like a weaker version of this - rather than signalling what the player wants, and thereby establishing a tight focus, it signals what the player doesn't want, thereby ensuring that at least the focus won't be on that.
How does it signal what the player doesn't want?
If the player went to all the effort to draw up a background, to me that is an obvious indication that the player would like his background to matter somehow.
3 out of my 5 players drew up backgrounds:
The first is attempting to discover the origin of a shard left by his parents and actively pursues this in the campaign. The rest is left up to the DM. He continues to provide information which I tie into what I have I have planned. He is happy with this arrangement.
The second is attempting to bring his fallen deity (dead god, long story) to former glory by reigniting the god's divine spark. He is actively attempting to find a way to do this, again with the DM providing the way.
The third drew up a detailed background about his past. I have tied it into the theme of the AP we are currently playing. No issues.
Players 4 and 5 did not provide me with anything and that is how I have left it. One of them has a writing-type phobia which I barely understand, the other is presumably lazy.
