What makes RPGs great for me is being a participant in the types of stories that are told in great literature and myths. RPGs =/= literature, but literature is good when it tells great stories, and RPGs are good when they tell great stories. The fact that RPGs =/= literature is not what makes them great.
We are at an impasse, I'm afraid; I couldn't agree less.
The only story I'm interested is the recounting of the adventurers' exploits.
This is not mutually exclusive to pre-established relationships. I am often not a fan of characters with no connection to other characters. There are fun stories to be told of characters with no connection, but they are a minority. Most people have connections. The self taught orphan who comes from someplace else and neither cares for nor dislikes anyone here is a weird character type. Everyone else has some connections.
D'Artagnan shows up in Paris with a letter of introduction to the captain-lieutenant of the Musketeers - he has no friends, no family, no patron. The aid which M. de Tréville can offer proves limited; D'Artagnan makes his fortune on the basis of the relationships he builds following his arrival in Paris,
during the course of his adventures.
Pre-existing relationships are significantly overrated, in my experience.
I have a feeling that you misinterpret me here, mostly because I realize that my statement might be a little misleading. . . .
Perhaps.
My preparation consists of creating a web of interconnected npcs, organized by family ties, professional affiliation, political factions, and so forth, a slew of genre-appropriate random encounters, and a rough timeline of future events. That's pretty much it. There are intrigues by the bushel, but none of them presume the involvement, or even the existence, of the adventurers; really, I do most of my prep before I know anything about the adventurers at all. The intersection of the adventurers with this environment is driven by the choices the players make on behalf of their characters.
If you consider this a "theme and situation," then perhaps we share a common approach, at least to some degree.
Creating characters that fit into the situation creates much tighter games. Think of the Iliad. There are already well established relationships and a situation at the start of the story, as well as characters that fit the situation. It is actually the characters and their relationships that create the situation. Finding out what happens is the fun part.
For me, I don't see the need to create "well-established relationships" right at the giddyup. If the adventurers are pursuing their goals, these relationships will spring up around them in no time.
Characters in
Flashing Blades may begin with resources such as a Contact or a Secret Loyalty to an npc; in
FB terms, M. de Tréville is a Contact with which the character D'Artagnan begins the game. This is the extent of the adventurers' connection to the setting. For the
Top Secret, the agents have a case officer as their sole contact; everything else they must build in play.
So I not sure if we approach our games with the same idea of "cohesive background/situation/characters." A theme or basic situation, okay; character motivations, definitely. Relationships? Not really.
It probably takes as long, but I HATE the search for the action step. It is the worst part of any game. It is boring. It is solved through discussion of what kind of game people want to play, group chargen including explicit discussion of character motivations and relationships, and starting play off in the middle of the action.
This is of course an entirely valid approach, but it's not one which I personally enjoy or utilize.