I can't speak for
@EzekielRaiden, but for me, it would depend on how much leeway I'm allowed. If it's just "make up some holy days and ritual practices", that's not really a ton of input. Can I make up a holy order? Can I have input into their beliefs? Can I tweak the alignment, like say this LG god is really more LN?
Like, it's pretty core to me that I play a character that's
my idea, not the GM's idea. I generally don't want the GM to make a setting that has PC concept-shaped holes that I'm expected to fill as a player.
I think this puts word to a central concept I have been circling around myself.
To what extent is the character the game?
I now realise this might indeed just be a facet of a much more profound observation about the distribiton of creative input.
If we take the hard core old school as a baseline. Before play the GM is expected to prepare a setting with at least one interesting location to explore mapped and keyed to a certain level of detail. This is a big creative input to the game. The players on the other hand is rolling up a mostly random character. There are hardly any creative input from them at all in this process.
However once actually playing, the GM is expected to take on the role of a pure referee. Ideally given the prepared setting material there should be no creative input needed from the GM at all. The players however are encuraged to be creative with how they interact with the various setting elements. Noone are concerned with creating anything new for the setting during play.
Also while playing, characters can die at any time, to be rapidly replaced. This isn't meant to be much more anoying than "skip a turn" in a children boardgame. The setting is the game. The characters are just an abstraction for how players can interact with the setting.
Now compare this with the following style of game:
The GM does hardly anything before the game. Meanwhile each of the players create a character. This is a highly creative process. During play, the GM is having a special creative responsibility in figuring out interesting situations to put the characters in. Meanwhile the player's main role lies in interpreting these situations in terms of their understanding of the characters, to determine how they should react.
Notice how the roles has more or less reversed? Here the setting is an after thought to be discarded and changed as is needed to support the situations. The
characters is the game.
---------‐
When a GM is creating a setting in the first instance, they are essentially
creating the game. And then it make sense if they want the creative freedom to create a game they think they would like themselves, and that hopefully the other players would like. This is a heavy responsibility with such an centralised process.
However in the second instance, the characters is the game! And these are being created by the players. So of course the players would want the creative freedom to create a game they would like to play! I think this is the sentiment I see expressed in what you write here.
What I am seeing is that a lot of trad games today appear to be a mix of these two extremes. And I start wondering if this might be a problem. Are we essentially trying to play two kinds of games at once that doesn't really harmonise? How can a GM both work well as a unpartial referee and a situation creator at the same time? How can players both seek out cool creative things to do with their characters at the same time as they try to live up to and sharpen the vision of their character? And who is responsible for bringing the game?