hawkeyefan
Legend
Eh. I don't really think there is much of a difference in practice. If a chracter is looking for their missing sister and it is then revealed that she was kidnapped by a mysterious cult, it doesn't much matter whetherThe GM came up with the idea of the cult before and then it occurred to them that the sister thing could be related to that, or whether the GM came up with the cult whilst thinking about the missing sister. If you integrate it well it will feel just as compelling regardless of which thought occurred in the GM's head first. I care much more about the end results than whether the GM arrived to those results by following the orthodox dogma.
As I said in a prior post, I think that the distinction, though significant, can be subtle to notice, especially when limited to discussion. It really becomes more obvious when you play in such a game, and even more when you need to GM one.
It's not about integrating your pre-existing ideas with those of the players. It's more about everything you do being a response to some indication of one sort or another from the players.
I prefer if the game doesn't have the one way this must always be done. If we look that the best TV show ever, Star Trek TNG, then we see that some episodes are very character driven and revolve around the characters' backstories and their personal growth, whilst others are more about just solving a problem. And that is fine! More than fine, it is preferable. I am not saying that all games need to be as wishy-washy about their premises than D&D, but I also feel that some of these indie darling games (and their fans) are so narrow and dogmatic about the correct way to play them that to me it feels uncomfortably constraining. A lot of popular media allows much more variety in its storytelling within a single show.
Again, this is hard to say based solely on discussion. I understand your point about a game allowing for many different approaches. But there are two ways to look at that... is it the content of the game, or the process of the game? Because those are different things. And most folks, even with a game like D&D 5e, find their way to play and then that's the way they play. This "multiple ways to play" is something about the game itself, rather than any group's actual play of the game. Each GM or group creates their own dogmatic way to play.
Look at any thread about "how to do X in 5e" and this is obvious. Look at some of the strong reactions to my suggestions in the past that background features be honored as written, or that I share all DCs with the players, or in this very thread that I don't hide details that I consider would be obvious to the characters. Strong reactions to all that stuff, and suggestions about why other ways are better.
So, having said that... I think the content of play is the more meaningful lens to view variety. And when it comes to that, I don't think there are limits with most games that you're imagining here. I certainly don't feel like D&D offers me more variety than most of the other games I play.