Lanefan
Victoria Rules
The party as a whole.Why not? What else would it be about?
When it's to the exclusion of it being about anything else including other players' characters, yes.Expecting a D&D game to be about the characters is selfish?
Yes, if he's going to force things such those stories are the only ones he's going to let be told even if-when the players would rather do something different in the setting.What about the DM? Is his desire for the game to be about the stories he has in mind selfish?
That said, if a DM is going to all the trouble of designing a homebrew setting it's IMO reasonable to expect that setting is going to come with a few built in stories attached, even if the players/PCs never follow up on any of them.
No.Do you consider your players AI-players? Seriously, is that how you view them?
I think I'm already being every bit as creative. The difference is that much of my creative input goes into the process ahead of time when designing the setting, adventure, etc.This type of game doesn't limit the GM's input, just shifts it a bit. You're no longer free to just decide whatever you want whenever you want. You have to be creative.
Given the tone, the game would likely at least end for Aedhros' player at that point.I don't see why it must. Surely, Aedhros's story would end there (unless there was some way for him to return), but there's no reason that the entire game has to end at that point, unless all participants want it to.
Which plays into my idea that the story of the party as a whole is what really matters even as the characters within that party turn over, as that story can and will continue even if-when one character drops out, retires, dies, or otherwise leaves play. (and the player is, one hopes, already on board with the idea of rolling up a replacement...or already has one, either already in play or waiting in the wings)
I take the opportunity to plan ahead, because I'm never not going to plan ahead - be it as DM or player - if I have any choice about it.So then what's the problem?
When you say run with it, do you mean use it as a means to prod the player through the game you already had planned? "There are rumors that Aedhros's father in law is across the seas, in the golden lands. You book passage on a ship there, but after a terrible storm you are shipwrecked.... on the Isle of Dread!!!!"
Or do you take this opportunity to get creative and craft something that's unique to this character? That suits his goals and what's been established about him?
The storyboard I churned out upthread (which I was literally making up as I typed, riffing off pemerton's write-up of Aedhros) was in theory supposed to be unique to the character. It's my ideas of how things might go (note the "might" in there) and of some elements and major distractions I might throw in if things work out such that I can.
He came back and said it seemed a bland exercise in fill-in-the-blanks, but then all stories are like that.
For my own games I storyboard at the adventure level, partly to see what I can string together into possible mini-APs, mostly so I can look ahead and see what adventures I can use a canned module for and what ones I might eventually have to write myself. At the time I do this I've no idea whether anything* I write on that storyboard will ever see the light of day; and it's amusing to me now to look back on early versions of my current game's storyboard and see just how far adrift of it the game in fact ended up going.

* - exception: the very first adventure is always pre-determined and locked in, just to get things started.