That's not playing a character's dramatic needs! It's playing a completely different game, about a character whose needs are (say) survival.
I mean, think of it this way: if a film was said to be all about an anti-hero who seeks vengeance for the death of his spouse, blaming his father in law, a high-ranking port official - but perhaps there is still a hint of goodness in this spiteful, bitter person, as when his mind wanders he still sings the Elven lays.
I turn up to watch that film, and it's actually a film about the character just described surviving on a monster-populated island.
The film has been misdescribed. It's not about what it was said to be about at all.
So the main plot of this film is all the bits about his dead spouse etc.; only partway through the film while sailing from one port to another he gets stuck on this dangerous island and has to fight to survive for a while, then he gets back to civilization and carries on with his search for vengeance - and is perhaps a lot richer now due to some loot he scooped off the island while he was there.
I'm looking at Isle of Dread here as being one adventure in what might be a 20-adventure-equivalent campaign (in movie terms, it's a very long film). I mean hell, if I were the GM a story like that could and would spawn any number of side adventures, that I might storyboard into the main tale something like:
--- introductory piece where the spouse dies, maybe or maybe not at the hands of the father-in-law, and the basics are established
--- the PC has to go to his father in law's birthplace (a dangerous city these days) to research some family records there (on-story)
--- the PC gets unlucky and finds himself in a violent situation in town that goes wrong, putting him on the run (off-story distraction)
--- before doing anything else the PC has to clear his name via performing a quest for some high-ranking type; this quest consists of [insert whatever adventure module you like here] (off-story distraction; but as a pleasant side effect the PC should come back much richer, which will help him going forward)
--- the family research shows a disturbing history of dealings with unsavory people and groups, mostly pirates; the PC then returns home (on-story)
--- the PC learns his father in law might recently have been dealing with pirates, and so goes off to talk to said pirates (and maybe even recruit them to his cause?) (on-story)
--- the PC gets shipwrecked on the Isle of Dread en route home and has to fight his way through the inhabitants (off-story distraction)
--- while on the Isle the PC receives a vision to do with Elves (on-story but not obviously so yet)
--- on returning to civilization, when next he enounters him his father in law is singing one of those Elven lays; this brings the vision into perspective and the PC realizes (then or later) that gettng some info from the Elves might be an idea (on-story)
--- journey to-from the Elves, who tell him some deep dark secrets about Daddy-o and some long ago dealings with Elves that went very wrong (on-story)
--- final confrontation with father in law, resulting either in an Elvish curse on him being lifted or his death at the hands of the PC, depending how things shake down.
That would be the storyboard, malleable as all hell given I've no idea how the player will approach anything, but still more than enough to give me ideas as to lots of things I can introduce along the way if I need to.
And while I'm sure you'll call this a railroad, I just call it planning ahead.