I don’t know if “the GM should communicate what kind of adventure they’re going to run” is a hot take.
One thing I don’t think this thread has hit on is
that screen time is something that needs to be balanced! The more your character can do, the more likely you’ll participate in the action. And in systems where weaknesses give you screen time (or more build points), your nemesis, while powerful, is still making the story about your character.
I like Fate for this reason. If we have two people show up this week who play sleuths, we can lower someone’s Notice and raising their Fight for a session. Takes under 10 seconds. And in Fate, even having bad stats in the main conflict type is balanced. Assuming you take consequences, when you concede, you get more fate points.
For a lot of systems, you want a
balance of different types of people. Rich, poor, dumb and smart. Angry and placid, greedy and satisfied (or self-satisfied).
This is assuming you’re not playing in pawn stance, where every character is designed to be played at the top of each players' intelligence and intra-party friction is considered a waste of time.
But generally when I’m creating pregens for an adventure, I want to balance not only the ability to solve problems, but the chance to drive play through larger than life personalities.
Examine the pregens I made for a
Hawaiian noir (starting on page 17). Very different, all fun and balanced.