I don't think that needs to be the case at all. I've done this plenty of times in the past, and I don't think it's every been an issue.
Not much to say beyond our experiences differ.
I don't really know what distinction you're making here with "storytelling" and "gaming".
By gaming, I mean making a series of meaningful choices in the context of the game world. E.g., I choose to do X or Y. By storytelling, I mean developing information about the world. E.g., deciding my character grew up in a barbarian clan.
Chess is a game; only gameplay decisions are made. Unless you want to like, decide that you're playing as France and England in the hundred years war or something.
Narrative games have much more storytelling. There are rules for adjudication so you aren't just making things up, but the players have much more control over the content of the fiction.
This is always the example that gets rolled out in these discussions... and yet, has anyone ever played in a game where this happened?
I mean, I suppose there could be examples... but generally speaking, this is not the kind of thing anyone is talking about.
Just an extreme example to show the point--NPCs having strong desires is not a railroad.
Why not let the dice decide what kind of person the NPC is?
That's ok too.
I don't know. We have to ask what's the reason that this NPC's disposition matters so much. And I mean this from a game play perspective, not from the fictional perspective.
For a king ruling a kingdom, it's easier to see. He is a bigger game piece in that sense... his influence on the game is larger and therefore requires more rules and or consideration.
The priest who doesn't want to drink? Why is that important to play? In my experience, this is very often "because that's what the GM imagined about them". And if that's the only or even the primary reason, then I can see it as problematic. It's forcing things in specific ways rather than others, and for no good reason.
The example is not well defined enough at the moment. Is it a religious tenet that fleshes out the world? Does it relate to the characters backstory? Is it demanded by his order?
As a player, I have no interest in wandering around inside the GM's novel.
Interesting, because this is the complete opposite of what I see these kind of fixed things creating. If lots of aspects of the world are subject to the players creative control, and they can do this while the game is in motion, then the activity is more group storytelling. Its not the GMs novel; but it is the gaming groups'.
In contrast, if things are fixed, then gameplay becomes more possible. The rook moves like so, and this gives the players certain choices they can make. The priest doesn't drink, and that gives us choices about how to approach them.