And I know this isn't true. Upthread I linked to five examples of actual play. At least one of them actually provides examples of significant character change.
I realize your motivations that you write in the beginning can change. But we are talking about player-driven experiences. I would hope they can change over time, especially since the game is driven by the players and GM.
"Canned" just seems like a synonym for "prepared", which is true. Like, if I decide - as per one of the examples I linked to - that my PC is trying to restore the glory of his ancestral homeland, which has fallen under the control of usurpers and outsiders, then (tautologically) that motivation is already part of the character at the start of play.
The alternative is to have my character start play with no drives, passions or relationships. That will not deliver character-oriented player-driven play. But does seem a good way to start (say) a classi dungeon-crawl game, where the only motivation my PC needs is the desire for loot.
I was responding to:
One of the things we at our table to coordinate more player driven play is establishing one personal milestone/goal per player character and another group milestone/goal with lists of options as examples so if a player is having trouble coming up with a specific motivation or goal, they can pick something and then we can expand on it as a group.
But you mention the two of the three classic pillars. I am not sure that has anything to do with player-driven campaigns. I mean, any thoughtful group will just gravitate towards the pillars of play they like. And in games where the players can make up a good deal of the fiction, then this will definitely hold true.
Here, you're describing a character who enters play with no motivations, and hence no "reality". That's a well-known way to approach RPGing, but as I've said just above won't deliver character-oriented player-driven play.
No, I am not. I am describing a character who has motivations (to be free of his debt to the Waterdeep nobles, and as an aside, to never trust magical books). That first motivation slowly shifted to needing to protect the group, then many of the NPCs they met, then in the end, to have a bar, in a secure place, that would keep anyone who entered it safe. They had a very specific backstory, and their bonds and ideals and flaws laid this out even more succinctly. It was the character's encounters with the PCs, environments and NPCs who shifted these motivations.
And as they shifted, during play he would see opportunities for this to actually happen. Any thoughtful GM and table will indulge these off shoots as long as they are not too "hogging" of the storyline or spotlight.
I'm not sure where "plotting that as a milestone" comes from. @Campbell didn't say anything about plotting.
Also, unless the game is going to support playing a barkeeper (some RPGs will, many won't) I think there are some issues with having as a PC goal/motivation something that is all about not being a participant in the activities that make up the play of the game.
You are playing semantics. It was clearly stated the table (GM and other players) work together to come up with milestones, both individual and group. "Plotting" is another word for it. That does not mean it must come true, but it does mean that the group of participants is actively trying to make it happen.
In the abstract, I might respond maybe it's no different. But to me it seems that whenever this topic come up, a lot of people who regard themselves as good GMs of reasonably conventional D&D find example of play from (say) Apocalypse World or Burning Wheel pretty outrageous. Which therefore makes me think it is different.
It might be. But I do not see how it is any different outside of letting the players come up with more of the fiction. We're playing Daggerheart right now, and there is a lot of the fiction that comes from the players. For example, yesterday the GM said: "It is a two-day trip underground to the petrified forest. Describe to me what the journey is like and what you encounter." That's different from most D&D games, but this part of players setting motivations as a table, bringing some of their own fiction, and coming to a consensus on what they are doing as a group, is all the traditional D&D.
Here's a link, again, to an actual play report of a session of Wuthering Heights; I'm not sure how much you think it looks like "good DMing":
Played some Wuthering Heights today
Thank you. I will go read this now. I appreciate the link.