Control? I don't really need it. If a DM wants some input, that's cool, but I feel no need for control over most of these things.
I prefer to take clerics of gods well-defined by the DM. Otherwise, I'm not guaranteed that the priesthood will be well-integrated into the setting. Who neeeds to be a priest fo a god that isnt' important to the world? Similarly with nations. There's darned little point to making up a hometown that won't be relevant to the game. If the DM puts it in, it's probably because he or she feels it is relevant or interesting. If I put it in, it may well end up as a tag end, a name on a piece of paper and nothing else.
I don't mind at all when a DM restricts races or classes or alignments. Deciding what fits the flavor of the game is a large part of the GMs job.
I don't mind preplanned adventures. I only feel railroaded when the DM preplans the end results, or when there's no logical connection between one adventure and the next, or if my character really wouldn't go on a particular escapade. In the best of all possible worlds, the DM lays out a number of plotlines, preps all of them, and allows me to deal with the ones I want to deal with.
I prefer to take clerics of gods well-defined by the DM. Otherwise, I'm not guaranteed that the priesthood will be well-integrated into the setting. Who neeeds to be a priest fo a god that isnt' important to the world? Similarly with nations. There's darned little point to making up a hometown that won't be relevant to the game. If the DM puts it in, it's probably because he or she feels it is relevant or interesting. If I put it in, it may well end up as a tag end, a name on a piece of paper and nothing else.
I don't mind at all when a DM restricts races or classes or alignments. Deciding what fits the flavor of the game is a large part of the GMs job.
I don't mind preplanned adventures. I only feel railroaded when the DM preplans the end results, or when there's no logical connection between one adventure and the next, or if my character really wouldn't go on a particular escapade. In the best of all possible worlds, the DM lays out a number of plotlines, preps all of them, and allows me to deal with the ones I want to deal with.