It's the same reason that if my players have had a rough day at the office (even at our office, we have 'em) and want an obvious target for a dynamic conflict rather than an evening of subtle investigative legwork, I'll tweak a session to give them what they want.
I just don't want my players to feel like they wasted an evening of play doing drudge work, particularly in this post-college, some-have-kids, can't-game-all-the-time era.
Since I leave the players in control of what's going on in the game, it's not really necessary for me to make adjustments like this. They can provide their own catharsis for the rigor of modern life as they see fit.
If a player absolutely hates romantic subplots I'm not going to force one on him no matter how realistic it might be that a given NPC would fall in love and bring a lot of complications along. It's the same principle, just in terms of overall conflict arcs.
Since I'm not forcing plots, sub- or otherwise, on the players, this isn't an issue for me when I'm behind the screen.
But (to pick a random example), if I said "There's an encroaching fleet of spelljammers that are going to pillage half the world if nothing's done" and then half the group said they really didn't like the concept of spelljammers, I'd try to work something out. I would rather they didn't feel like I was punishing them for not beating their faces against a spelljammer-shaped wall until they could get back to the storylines they wanted to play.
I admit that it's kinda difficult for me to relate to a "fleet of spelljammers that are going to pillage half the world." It's pretty far removed from my own refereeing experiences, as I'm singularly not fond of world-shaking events in the games I run, so I'm at a bit of a loss here, I'm afraid.
Let me see if I can find an analogy closer in spirit to the kinds of games I run. In my
Flashing Blades campaign, I'm sticking to the historical timeline of events assuming the adventurers don't do anything to change the major figures in France: if Marillac replaces Richelieu as first minister, or if Gaston succeeds Louis as king, then history will take a left turn, but if not, come 1635 France will declare war on Spain. Sparring through proxies in Italy and the Empire will be replaced by by a direct confrontation between the two most powerful states in Europe which will last for the next two decades.
Now let's say for a moment that, for whatever reason, the players decide their characters don't want to have anything to do with battlefields and international intrigue at this point. If this is the case, they're welcome to pretty much pursue anything else they prefer. The exception to this might be characters who are actively serving in the royal army or navy, or serving as provincial governors or ambassadors. As far as the latter go, it's implicit in their choice of careers that they may be called upon to deal with exactly these circumstances should they arise in the course of the game.
But the players may still opt out if they like. Their characters can resign their positions, or seek other assignments. I expect them to deal with the consequences of those choices in the context of the setting, but they still have significant latitude.
I will not, however, set aside war with Spain because the players aren't interested in the conflict.
Have you seen the Spirit of the Century approach? Not that I'd recommend it for your game (it's definitely keyed more toward a deliberate literary emulation than the simulation of the world's in-character rules), but it's a clever method of encouraging players to have fun coming up with character connections.
I read through the free rules .pdf but I've never seen the full game. If I get a chance I'll check it out.
Right now my biggest 'outside' influence on the campaign is
Pendragon. I like the concept of characters as part of a dynasty; it fits the kind of campaign I'd like to run, and one that's well-supported by the career rules in
Flashing Blades.
And with your games as well.
I've enjoyed the discussion, by the way.