Not at all. Simply enjoying the conversation an expressing me feelings. I am legitimately interested in the way you see the role of GM. For myself and the main group I play with, GMs are in essence hot-swappable because we see them as basically just another player at the table, albeit with a different job to preform, but "equal" in say to all the other players in terms of game themes and such.
All these seperate quoted topic fragments is getting tricky to manage...
I think this method is going better than previous methods for trying to explain/justify a methodology. To much arguing/strawmanning, not enough simple question asking.
I definitely tend to think the DM is the guy in charge, he does all the work, he decides tons of stuff. It's a different methodology.
I don't deny that each GM has their own quirks and style. But the scenario I described, where someone thought of a fun game scenario and then someone else offered to GM has happened, a few times in fact with my group. So the thought process of "Only Janx can DM this game until completion because it was Janx's idea." is not one that I've ever thought of it that way. The way I fathom it is more like, "Janx would be good at running this game because he's read all those books/seen all those movies/went to college and got a Masters Degree in this field which is related to the game so would be the best bet for DM. Even though the base idea for the game was mine."
I'm definitely not used to that idea. Your way is foreign to me, though I think I can envision how it would work successfully. For me it's an ownership->passion->quality. The guy who truly owns the idea will be most passionate about making it work. That could have side-effects...
Although I don't agree with you on this, I won't press the issue (unless you want to fork it) because I feel it's getting off topic. I only went down with this example --well because I didn't see a D&D specific tag on this post so I thought maybe looking at it from a different angles/games might be appropriate.
Not a problem. It's not a big deal anyway, just something that has bugged me and my friends when we switch to other rules systems for some campaigns.
Yes, in a game of D&D this is true. But also by the rules of D&D a DM could ask a player for the backstory of their character and they could simply shrug or flip the DM off and say "No way!" and that would be legitamte since the game of D&D does not care. How D&D establishes the avatars in which the players explore the game with is completely divorced of what a player claims their character actually was or is.
I tend to not seperate them. But I also have the philosophy of "if you're going to have fun playing BattleTech, stop finding scientific reasons as to why a 100 ton atlas couldn't walk without sinking into the ground and getting stuck." Basically, make your fluff fit the rules, or you will never be happy with the fluff.
You can't have both? Or even yet, you can't have pre-game start drama turn into spontaneous/organic present-game drama?
What reason does the monk disgrace himself in the first place? Player whim? It's a perfectly acceptable answer. Maybe because he is the Prince and heir to the throne and has a lot of extra spending money so the weight of all this expendable funds and favors pushes him to spend it all?
You're right that you could, but as you agree below, the best drama is stuff that happens in game. If your default assumption is a 1st level PC who is young, he should have "less" drama pre-game, and that will encourage in-game drama to be the high-point.
In the monk example, in 2 actual play sessions, the monk failed to achieve some goals. Failed as in can't retreat and try again, the girl is dead. So while I've written about planning a probable PC party path through my adventure that also assumes success, I am more than happy to let things change as the party makes serious mistakes. The monk is from a pseudo-japanese culture, is very Honor and Giri based. All it took was in-game failure at very personal goals/tasks to disgrace him. It wasn't like he failed in a mission he was ordered on as a Marine. He failed at doing some stuff during his shore leave that was Honor related. For our group, it wasn't some made up before-game reason. The monk player entered the game, tried to do some "monk" personal side-quest stuff, and failed. The nature of the side-quests was directly honor related (for him). He did not want to fail, he didn't decide ahead of time, you know, it'd be fun exploring losing my girl-friend so I think I'll fail this mission.
That's what made it all the more richer. The player failed. He felt that failure. And that failure was then reflected in the PC. And yes, as DM, I had a hand in presenting the opportunity for failing...but then, that's the point of taking on a challenge.
I could have just made some combat encounters for him to get monky on. Instead, I made encounters that had meaning for the PC. The player, being invested in the PC, felt what the PC felt. The failure hurt, because it had in-game and out of game impact.
Or I could have done the monk as a Prince who blows his money. I like the outcome of my method. Getting an emotional reaction out of a player that is relayed back into the PC is priceless.
When I talk about using story elements. That's what I mean and why I use them.
No doubt about it. Agree 100%.
I think that if a DM let the player put in backstory drama, the value would be to use it to drive IN-GAME drama. Basically, go ahead and have a little pre-game drama, I'll use it to twist the fork and build you some real drama.
My main focus is, the in-game drama is where the money-shot is.