At first glance, this would be the type of thing I'm talking about---a conscious decision made by the players to have some kind of internalized character stakes, and to make those internalized stakes become a real part of the narrative/fiction.
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- Is it even possible for this type of thing to be GM-led, or GM-guided? Or is this something that the GM cannot and should not try to artificially build or constrain?
Some of each.
The GM can lead it, provided the players give a small number of elements about which they
and their character care, and they and the GM agree to have that be a functional element in the ongoing story.
The thing is, the players also need to be on board, and no one should have a clear answer to "where is it going?" That answer needs to evolve.
- While this type of interaction could happen in any system, there are definite constraints in the core conceits of stereotypical fantasy roleplaying that would make sustaining this kind of activity difficult.
- The idea that you have to have a "party", and that the "party" is supposed to stick together will quickly become a sticking point. In real life, when we as people begin to have divergent worldviews, or changing allegiances due to new life perspectives, we tend to change who we spend our time with. Truly character-driven play is going to be nigh impossible if the primary goal of the game is for "the party to stick together, because without you we can't defeat the big baddie, and no, I don't really care if your character would actually be involved or not. Figure out a viable reason for your character to do what the party is doing!" For character driven play, you have to accept the reality that the party is going to have to focus on character-driven needs. Otherwise, just like real life, the most "realistic" thing for a character to do might be to leave the party.
- This goes back to @Celebrim's assertion that this kind of play is exceedingly difficult with a large cast of PCs. I'm guessing the most PCs you could have in a party to come even close to doing this kind of thing long term would be 3.
- To really accomplish this kind of thing consistently, you have to be willing to accept as players that there's going to be a lot more "split screen" / non-focus time on your character. You have to be willing to let other people's characters "go where their desires take them," and sometimes you're going to just be the tag-along.
Most genres can support a party mentality; a few absolutely demand it in ways even D&D doesn't. (EG: military and paramilitary settings, including Star Trek, Police, Leverage, Alien). This doesn't preclude immersive character drama, even tho' there is a GM mission...
It just means the missions have to allow for a "B" plot. (Think how DS9 or Babylon 5, or even Xena always had elements of ongoing coupled with "problem of the week." And that B plot needs to be relevant overall.
- For this kind of interplay to be more than just an incidental, one-off experience, the GM must be willing to let go of any notion of "where the game is supposed to go." It would require extreme flexibility and willingness on the part of the GM to truly go along with the player/character choices to their endpoint.
Not entirely. He just has to be willing to let characters have meaningful encounters with meaningful choices in them that help define/redefine the character and their beliefs. Part of this can be player established backstory characters, but it works best if they aren't overly detailed, so the GM has wiggle room to add backstory.
There can even be a campaign
Macguffin (tvtropes link). Ideally, the Macguffin only gets found when the campaign has had a good run, and people are satisfied that their characters have reached some state... one last struggle/battle/social-confrontation, and then a narration of their retirement... or funerals... and bragging rights.
The thing the GM can't be doing is dictating how the character feels, nor boxing them into "one correct choice"...
It also helps if recurrent NPCs have more than one agenda item each - in one Traveller campaign, I kept foreshadowing the helpful SNCO's agenda — getting his family out of the Concordat — and when they finally did get to a habitable world, he stole the ship's boat and the missiles for the missile launcher.... I've never so surprised a group... but they also realized that it had been foreshadowed. It wasn't a "fixed element"; it was a "when this situation happens unless"... the unless being the PC's having realized he wanted out and willingly letting him and his family off... but they hadn't paid attention. That same campaign had an NPC-PC love affair... with a "not unhappy" ending, involving a couple of retirement salaries and a sailboat... It wasn't something I set out as a GM, but a response to a player deciding to engage with a (previously) minor NPC command grade officer.... the player played it for a romance story with lots of fade to black.
The reasons for this being pointed out is that there was a kind of "timer" on that campaign. The PC's were on a scientific expedition to test, refine, and rebuild a particular tech item (a J2 drive). I set some science breakpoints, and each tweak in the field was potential to each some; after enough, they had to return to build the new revision, and each revision was closer to reliable.. Other than that, there was no set plot. It was all player driven, and all the players selected character goals, and played them, and we all knew each other's main plot goals... but each player had a second goal, shared only with me. To allow those character driven elements, I merely needed to introduce suitable obstacles relevant to it. Such as how do you prepare for a 6 month deployment with the new GF? (Answer I expected was trading momentos... answer chosen by the player was to see if the GF would like to be transferred aboard. I made a suitable reaction roll, and she joined the crew...)
The most important element is creating encounters, not outcomes.