[MAJOR SNIP] And that could be a good story too.
I totally agree, and see more where you're coming from. Not how I run my game, still, but I asked out of curiosity. Play what you like
. Sounds like I'd play in your game, anyways.
I'm not at all offended. I think alot of the problem is simply trying to explain a game when a demonstration would be far more descriptive. For example, I find your description of play rather baffling.
I gather you are playing a low drama game with a lot of amateur theaterics and a high purity of role-play? I can't figure out what your stakes are, or what your conflicts are over if you neither engage in frequent combat nor do you have your PC's important to the setting.
"Low drama" is subjective. Roleplay is very important to us. However, the large majority of the time is the players interacting with the setting, rather than playing out long hours of in-game talks amongst themselves (unless they're planning for a battle, or some such other necessity).
Stakes? I don't feel there has to inherently be something akin to "the end of the world is coming, it's up to someone to stop it" in my campaign, though those types of things can happen.
The stakes are usually completely character-driven. If one of my players wants to advance in the noble court, he'll play the politics of the court, and the "stakes" are more of less his standing in the court. One of my players wants to get better armor and weapons? Low stakes, unless he decides to kill bandits and sell their ill-gotten gains. A player wants his character to avenge the death of his brother at the hands of assassins? The stakes are his life, and those of his comrades, while he tracks them down for his version of justice. These are the things my players engage in, and things that have occurred in my game.
PCs are not
inherently important to the setting. They can affect the setting in profound ways, still. They have no right to, inherently, in my mind. No more than any NPC does.
Do you play play for play's sake?
I guess? We play to feel immersed. To have fun. To experience things in an imaginary realm.
How does your table cope with players overruling another players right to characterize? I have never heard of a sitaution where groups not only voted other characters 'off the island' but socially survived that sort of thing. Half the players I've ever met would be outraged if the other players tried to tell them what or how to play.
As I said, since it's character-driven, if goals do not align because one player made a character that opposes the other PCs, they find very little reason to realistically stay together, working together. The player who made a character that isn't a good fit for the party usually acknowledges this as a mistake, or lapse in consideration, and exits when he feels his character would realistically do so, rather than play him in such a way that goes against his concept.
The groups do not vote them out, by any means. They step aside if they feel their character would do so. It's akin to the players have a neutral-leaning-evil thief party in 3.X, and a PC thief dying. The new character really likes the idea of making a paladin, and makes one. He disagrees with the party, they disagree with him, and eventually they part ways. Of course, I'm not saying how any particular paladin would act, I'm just using an analogy to show that this situation is by no means a new situation. In my game, the guy with the "paladin" situation would say "I should have thought about party composition before making my character, that was my fault, guys. This new character will fit better, but give me some time to think what I want from him."
Lastly, as a group, we hate metagaming. Despise it. If any of us feels it's happening, we usually mention it. Them to me, me to them, or one of the players to another player. We usually have a short discussion, reasoning behind said questionable action is briefly discussed, everyone feels better after action changes or justifiably stays the same, and we move on. It's works for us, and I'm
not saying that the majority of people should play this way.
How do you sustain a story line with an apparantly ever changing cast of faces? What do you mean by a story in this case?
Well, right now the players are residing inside Terres, where two players are part of the noble court, one as a performer (and manager of the other performers), and one as a court defender. Two other players were mercenaries, and had worked with the courts for various odd jobs for about 11 months. Training nobles from the elven mercenary, or going and driving off bandits with any local volunteers they could get, with full rights to the salvage.
One of the players (human mercenary) has a special ability. When he attacks with his sword or axe, ice forms, potentially maiming his foes. The king had this PC arrested on behalf of a well known organization on the continent (the players worked for them for a while). The organization is out to stop all harmful supernatural influence, and to fight off demonic forces wherever they are. After about four weeks, the PC was turned over, and Roekellen -the man in charge of the organization- banished the PC from the continent he and his band protect. He would normally imprison or execute such a violent ability, though he feels that this PC was a friend, and even gave him coin for ships passage. The elven mercenary left with the human (player choice, he had no reason to do so unless he wanted to).
The two players are okay with making new characters, and so they are. They are making characters with ties to the court in Terres, including backgrounds with the other two PCs. They are planning on going after the bandits that escaped and taunted the two remaining, and on behalf of the crown. They also wish to stop these bandits who are terrorizing the countryside now that this large bandit force seems to openly oppose the crown again.
And so the story focus shifts from two of the PCs, to two new PCs. The setting is the same, the stakes are as character driven as always. The setting changes as PCs or NPCs change it. But the story focus follows the characters, even if the setting was not made to bend to them
inherently.
Do you have any sort of rising action at all? Do you have a central theme or conflict you are trying to resolve? Or your antoganists in fact more reoccuring than your protagonists?
The action is usually based on character motivation, or interaction with "background" setting. Some demonic forces of Sayreshi are attempting to once again break their former masters free of their bonds. This was nearly done once, and past PCs strengthened the bonds on one such Imprisoned. However, the current demonic rulers of Sayreshi (little better than warlords) seek to stop the other demonic forces, while also playing political chess with one another.
The Imprisoned can still communicate through their bonds, they just cannot act themselves. They have their lieutenants give orders to loyalists, and are attempting to fight the other demonic warlords, while simultaneously trying to free themselves, as well as sending demons to invade specific important locations on the Mortal Realm.
The continent the players are on had the demonic forces driven off, though it holds little strategic value. Foraldren, the home continent of the dwarves, elves, and trolls, is being invaded in a much more focused way, as the demonic forces attempt to breach the Gates of Neecro and capture the Everlasting Song, which is the force that gives the eight immortal races their immortality. Different PCs defended this, at one point, helping to fight back the massive forces of the demonic horde, while the powerful demons flew overhead and into the more powerful NPC spellcasters and warriors.
Meanwhile, on Param, a predominantly human continent, a chess game is going on with former students of one particular circle of magicians. Half of these students broke off to serve the demonic forces for some reason, while the other half hides, attempting to stop their advances as best they can. This is, of course, simultaneous with any other politics that the nations are engaging in: the city of Malinthus being invaded by the three southern nations, as it is still contested land, and the volcanic soil is sought after; the king of Therstat leaving his second eldest son to rule, even though he openly favored his eldest, and the eldest was groomed to rule.
The players find themselves in the midst of many different possible stories, all within the same setting. Their characters are invested in some, and not in others. They currently plan on engaging the bandits in Terres on Utopitres (the continent they are currently on), while also looking to advance in the court, for political power, and possibly to speak out in defense of magic as a tool, usable for either good or evil, and against this organization. One PC in particular has the kings ear (the court defender, who recently saves the heirs life), though he is the least likely to speak against the crown, as he is the most loyal, even when he disagrees with the decisions made.
Everything is character driven within the setting. The PCs can become instrumental in stopping the Imprisoned from being released, if they pursue it, and if they are successful. They may have no interest in that at all, though if it succeeds (which it may or may not do with or without PC intervention), then they might eventually concern themselves with it, when demonic forces ask them to kneel and serve. If the Imprisoned fail, they will probably forget about it.
Do you ever even a real possiblity of denouement, and if not, why have you foresaken the thrills of wargaming and dungeon crawling for theaterics without even gaining the larger trappings of story?
There is no end, no. There is only the world(s). Thrills are subjective, and dungeon crawling leaves a distinctively bad flavor in our mouths.
Also, I'm quite confident in my story. I have heard nothing but compliments on the complexities, the near-constant accurate analysis of the game world. I feel no fear whatsoever that our story is lacking, and I am confident stating that thrills are had at my table.
The world is not one big story to me. The players are the most important story, because that's who we're dealing with. They matter most to use, emotionally and intellectually. However, it does not mean that their actions inherently change the makeup of the setting. They can definitely change the setting, but the story of these characters are more important to us.
Sorry for the long reply. I hope I clarified some questions you had.