But why is it that it's only OK for the DM to create off-screen, not the players. Why do you (or the campaign authors) get to create stuff outside of the game but not the players?
I never said anything about "the DM." I said "my preference as a player and referee." It's an important distinction.
But as for me and how I prefer to run games, it's because the events of the game make up the only meaningful backstory in which I'm interested; backstory begins on the second night and consists of the notes from the first night's game.
Because I want the players to show me their characters, not tell me about them.
Because I prefer the conflicts of the game to arise from what the aventurers do, in actual play, not from something written into the game before play begins; I don't want the players to approach the game as fortune tellers or - even worse - prophets.
Because I'm not looking for plot hooks or writing adventures
per se; the game is whatever the adventurers do, and I just make the world respond with genre-appropriate verisimilitude.
Because I prefere adventurers
doing stuff - make friends, make rivals, show loyalty, commit betrayal, win a fortune, lose a fortune, issue a challenge, pursue a vendetta, run for the hills, whatever - to players
introducing stuff.
I, for one, don't mind allowing the players to share in minor world-building if they want to.
I, for one, am not you.
In
a similar discussion elsewhere, another poster
succinctly summarized my approach to backstories:
MalteseChangeling said:
I see what you're saying here: background is alright as long as it doesn't impinge on the shared imaginative space of the other PCs by forcing them to play out someone else's backstory projected into the future of the game at the table. I.e., backstory is just that: backstory. It shapes personality, but it doesn't drive action.