No, I get that your example was intentionally extreme and not necessarily a norm of how these things are actually usually approached*, nor I am dismissing Story Now. But I feel the discussion has taken a weird course. This whole tangent began when
@Manbearcat objected me associating backstory with establishing the dramatic needs of the character. And I still feel these are connected. And yes, stating those two things about the character instantly makes me question why, but that is me creating 'the backstory.' The dramatic need and why the dramatic needs exist are directly related and the former lacks weight without the latter.
Any chance you can give me a post # for when the tangent began? It's a long thread!
But yeah, this get's me back to author stance, immersion and those things. And I am bit confused for what Story Now aims here.

Perhaps the enjoyment of the style also is dependent on one's ability to immerse into the character whilst simultaneously writing them from the author stance? Because whilst I wouldn't say that this is completely impossible for me, doing so definitely seriously hampers my immersion, so I'd prefer have at least solid starting point and main elements authored before playing the character...
I think I've addressed the nut of this in my previous post, but....
I would not disagree that character immersion in a heavy Story Now game (that is, one in which you start with very little) would require simultaneous, at least alternating, author/actor stances. There is a tension there, and if you don't like that tension, it won't work for you. Some people enjoy that sort of tension though.
*But how are they? What is the typical amount of character definition in the beginning of a Story Now game? And not necessarily on paper, I include things in people's heads as well. I tend to know a lot more about my characters than is written down anywhere.
We'd have to do a survey for that, I'm afraid. I know that when I first started with a game featuring heavy use of Story Now techniques (Blades in the Dark—this is not to say that BidD "is" a Story Now game), we had a few questions on the character sheet to answer, by picking from preset lists: heritage (national origin), background (social class), one friend, one rival ("Mercy, a cold killer"), and a vice. We were instructed to provide one detail about heritage & background. And that was all the book said.
Of course, it being my first such game, I wrote up more, about my character's parents and his relationship with them and all that. And then we started playing and it was 100mph from the get-go and
so much emerged from our play that my character's backstory turned out to be not that important. I did try to drag it in at some point but it felt strained because
who else had a stake in it? Also, when it precluded taking actions I might have otherwise done, on the spot, well, it interfered with oportunities for action! On the other hand, when something came up involving another character's backstory (made up on the spot), it clearly involved a stake my character had some interest in—but that was a lucky chance and I could have claimed a stake on the spot in any number of ways.
That example right there shows that there's a lot to be gained from looking hard at what is necessary and what
isn't necessary. My character's backstory was kind of important to me, but it wasn't necessary for play to proceed. It also closed off play options I might have had, and yet provided one later. None of this is right or wrong, but it does affect enjoyment and gameplay in particular ways.
Aren't we just arguing about timing? [...]
I feel immersion to my character suffers when I am inventing who they are at the same time. Or that's not quite true, once I have a foundational core, I can extrapolate what 'feels true' but at this instance we are basically talking about improvising that foundational core, which sort of feels like lifting yourself to air by your own hair sort of situation.
Totally valid. But see the crack there! What is the size of that foundational core, how large or small does it need to be, what specifically does it contain? What is incredibly shallow to you may be a wide vista of possibility to another.
Most of the Story Now games I am familiar with have an initial setup process that helps drive into that initial core of who a character is. It's pretty normal to spend a session or two establishing this stuff. Masks, Monsterhearts and Sorcerer for instance have players establish a fair amount about their characters from word jump.
In my Stars That Bind Us (my Mecha horror hack of Lancer) game we spent 2 sessions establishing the initial state of the fiction / world building around the characters.
Yeah, this makes perfect sense to me and how I'd want to do it. And this is basically how I assumed how it usually works in Story Now games, so I was confused by the opposition to the importance of the backstory...
I would say the opposition is to the
assumption of necessity of (prewritten) backstory. Necessity in the general sense. For you, it is a necessity in order to have fun. Totally valid. But it is not a necessity for others.
As for how it usually works in Story Now games, well, there's a variety of games that put emphasis on the Story Now approach, but they do so to different degrees. Blades in the Dark is pretty minimal, but even then it's more than my stripped-down example.
Though come to think of it 'backstory' is somewhat misleading word. Often it actually refers to more than just establishing chronological details of the character's life. I don't need exact details, but I need the gist of who they are (or at least who they think they are) and why.
That sounds like an insight worth exploring, to me.
