[MENTION=5143]Majoru Oakheart[/MENTION], I'm glad I did a reasonable job of interpreting your posts and didn't put too many words into your mouth!
No problem, you did a great job. Sometimes I'm not so great at explaining myself.
I think as both GM and player I like a bit more player-driven stuff in the game then you've described in your posts, but I certainly agree with you that the GM has a pretty important role!
I like when players have some input as well. I admit, I am currently playing in a game where the DM certainly seems to want to incorporate our input into the game more than many other DMs I've had and it's been a lot of fun.
It's a 4e game and I decided to play a Ninja(Assassin-Executioner). I don't like my characters to be 2 dimensional so I read the background he wrote up about his world and discussed it briefly. Originally he didn't really think his world had "Ninja" and was a little apprehensive about it. But we came up with the concept of a group of ninja who work similarly to the ones from Wanted, who kill people but only because they believe they are fated to die and we are simply instruments of fate.
That organization has begun to be involved in the plot and it's been a lot of fun to see it happen. In many of my previous games I would have to ask "Where would I have trained to become a ninja and they would explain my character's likely background to me.
And if my players have their PCs start talking to random street urchins, I'll pretty quickly make those encounters non-random - one of my priorities as a GM is to try to link story elements back to the main themes and concerns of the players
I'm kind of torn about this. On one hand, I agree with you. On the other hand, I...Hmm, it's hard to put into words. I like knowing that things were planned out in advance as I mentioned above. The idea that a street urchin who had nothing to do with the plot before hand suddenly does because I talked to them...feels wrong to me.
I think it would be fun to play in that game as long as I was unaware that "the plan" was changing on the fly.
I think it's because of my many bad experiences with DMs allowing players with poor creative skills to drive an adventure or with bad improv skills making things up on the fly. I find most people can run a good adventure if they sit down and think about it for a while and the write down: "Mayor is secretly a doppleganger. He is a worshiper of Tharizdun. He wants to drive the entire city insane by poisoning the water supply. So far he's been testing it on a watering hole only used by street urchins."
So, when you talk to a street urchin and they are insane, you feel good that you've made a good decision and you've talked to the right person.
If the poisoning of the street urchins was an idea that the DM came up with on the fly simply because I spoke to a street urchin and the DM felt that this would be a good way to relate it to the plot, then it seems....unfulfilling to me. Instead of getting a clue because I made a good decision, it feels like the DM would have fed us a clue regardless of what we did.
Anyway, rather than telling each other how we should play, I think it's more interesting to talk about how we do play and then think about what sorts of mechanics, techniques etc work well or poorly for those different appraoches, and learn stuff that we mightn't have come up with on our own!
I'm in 100% agreement with this. There's no wrong way to play. I have preferences on what I like or don't like. However, it doesn't help to tell other people they are wrong.