It does, though I find that the two (profession and the "who") are both equally as important when determining the "why and how" the character gets to "Where" they start being played as characters.
Sure, they're equally important, I just find that you get more believable (and really, more playable) characters if you take them in sequence. It doesn't necessarily cut down on the power gaming, but it does force the power gamer to
define that character's obsessiveness
that lead to those choices. Basically just as the GM has to have a "story logic" he adheres to, sometimes resulting in new house rules, in the same way the player has to have "character concept logic" that sometimes results in his making choices the pure power gamer would find less than optimal, but
the character concept wouldn't make any sense without them.
Which is why I'm cool with randomly generated character background elements, as long as the player can assemble them into something that makes enough sense to
him that he can explain it to
me.I agree. One of my players who can only sit in on a game at vary random intervals, often brings a different character. I don't mind this as it's not too hard to bring in another person in the group story arc. Lately the characters he brings have been a bit difficult.
Open Door, Psychotic Temper, Wanted Criminal and The Slain. All the same character... "Dude, do not wreck my campaign!"
Exactly. If you make him actually define
the mental and social wreck that produced these choices, and then further made him explain how this wreck came to be adventuring, whether or not he'd be allowed in
any town anywhere at all, etc, things become a lot clearer, for both you and him.
A lot of the characters pure power gamers come up with can't logically fit into
any adventure scenario that's not a party of one. And most of the time if they have to define
a person to go with those numbers, they see that for themselves.