Yes I have. But how is that not just part of the premise of the game, and how it is any more "authenticity eroding" than any other limitation implied by the premise?
I don’t know if it’s more so, so much as it’s a matter of how so.
Saying “we’re going to be adventurers” is incredibly broad, and is open to all manner of interpretation. Saying “we’re going to be heroic adventurers” is more narrow. You’re not just saying what I am, but how I must be that thing.
So if we take a premise that starts more narrow than “adventurers”… perhaps outlaws or spies or constables… it certainly sets certain constraints on play. But it doesn’t dictate morality in any way. It doesn’t eliminate any avenue for the players to take within the premise. I can be a noble outlaw or a cold-blooded bastard. I can be a devoted, loyal spy or I could be compromised, playing all sides against one another. I could be a decent cop or bad lieutenant.
Having a premise is one thing. Dictating behavior beyond the premise is another.
Mind you, personally I wouldn't usually prefer so broadly stated premise on that area, though of course specific campaign ideas might require something like that.
I think some may. Super heroes would immediately come to mind. Or similar concepts that typically have simplistic portrayals of morality, like Star Wars and the like. Not that there can’t be exceptions; there are plenty of examples of each that don’t have the simple good vs. evil.
Most, I think, don’t require that as much. But yes, there are some that do.
I fact, I think authentically emulating certain concepts requires establishing such things. For example if one want to play a Star Trek TNG inspired game then the authenticity requires that the characters are rather moral people.
That’s a good example, actually, for a couple of reasons. First, I think what you’re talking about is more about setting authenticity, which is a different thing. But I think it can result in the same kinds of restrictions.
I played in a short lived Star Trek Adventures game. It was short lived because the GM has much more reverence for the setting than any of the players did. For example, when one player expressed interest in playing an android, the GM denied the request because he had chosen the setting to be around the time of The Next Generation (he knew the exact year) and there was only one android at that time, Data.
So I think that got us off on the wrong foot, and we all kind of bucked at some of the constraints. My character was a kind of minor officer who’d had disciplinary issues (this was determined through a lifepath generator on Modiphius’s website). The other characters wound up as similar outcast types.
To me, the premise was clear. If this was going to be a Star Trek show it would be “Star Trek: Renegades” or “Star Trek: Outcasts”, something like that. The GM didn’t see it and instead kept trying to force us into the “proper” Federation conduct and procedures. Needless to say, the game fell apart.
There was conflict between the GM and the players about how the characters must behave. Instead of finding a way to resolve that conflict, the GM simply kept trying to enforce his ideas. And the game ended.