Leroux: Heh, okay, thanks for clarifying. And you're right, we don't think alike, because I think PS:T would have sucked if it was a sandbox RPG.
Of course it would. I even said I don't know how to improve it (doesn't mean it's perfect, though).
Leroux: Personally I've never seen it as such and I don't know if it was ever advertised like that. Your character does not have a clean slate and even though his memories are wiped, he's not a completely different person each time.
The story is presented like that. You are not told anything about the character, apart from that he wakes up in what looks like the morgue. You can assign stats in whichever way you like. "My memories are lost to me" (when talking to Deionarra) is [Truth]. You have the whole spectrum of D&D alignment options presented each time you make a decision, and the alignment is floating (compare and contrast: you choose alignment at the start and if it's "Good", you don't ever get "MURDER" on the list, and if it's Evil, you don't get "help that kitten off a tree"). There's a bunch of factions you can join, only one of which actually puts seeking death front and center (and they are ever-so-slightly antagonistic).
When [REDACTED] flat out refuses to take an vitally important item from the middle of the goddamn wasteland just because a disembodied voice told him not to, that's his personality at work. Each selection TNO gets reaffirms your full control over his personality. Practical and Paranoid are both survivors, too.
Leroux: The premise of the game is that he is cursed, tormented by his fate, yes, and that's what the game is about, just like the title says (otherwise they'd have called it "Planescape: The Multiverse Is All Yours!" or "Planescape: Immortal" or whatever, and noone would have praised it for its story).
Immortality is awesome. So it's a bad premise which makes for a toxic story despite the delicious, delicious words.
Leroux: And I have to disagree especially with the last sentence of this rant. There are a lot of RPGs where it shows much more clearly that "play your own character" doesn't work, e.g. all those that will always treat and address you as the hero and world savior no matter what you actually do.
...
Apart from that, I agree with some of the points you make about RPGs in general, but I think that's only because hardly an RPG really tries to exploit the potential of roleplaying and they all choose to go the easy route instead.
There are a lot of RPGs where "play your own character" does not work,
because they aren't trying. And that's why they can't serve as examples that "play your own character" does not work
on first principles. Which is why the best example is a game that is widely acknowledged
to try the most and still (IMAO) fail.
Leroux: PS:T's story is very personal and it doesn't even claim that you can "Play your own character", you never had the option to play the Nameless One as a woman, for example.
That's what I call "compact". By starting or joining a game, I make a conscious effort to create and play a character as compatible with the assumed plot as possible. To play Dragonlance, I create a happy-go-lucky zealot. To play Shadowrun, I create someone who thinks climbing the corporate ladder is for squares. Planescape: Torment isn't "an immortal wants to die" from the start, it smuggles it in later: "want more of that delicious writing? decide to die today!" and has a bunch of characters trying to guilt-trip you. And if you decide that any of them appears to make a reasonable point, then you've swallowed the plot hook (and line and sinker). But I will never buy it. There are many things that can change the nature of a man, and if I was able to talk some sense into a godlike demoness, an angel, and an UNRELENTING AVATAR OF JUSTICE, there's no reason why I should cave in to the laments of a crazy ghost woman.
Anyway, that's not really all that important.
What *is* important is that you have, as of this posting, 23 days to wrap up your current gaming. GET TO IT, DUDE.