Main Question: How much should my PC be able to build the world through which the group tumbles?
Guys, I kind of need your opinion on this. A little bit of context:
I've been part of a EotE group for about half a year now. This is actually my first real group ever, so I'm lacking a bit in terms of experience. It's been genuinely fun and none of us can see an end to this, so that is great. However, I have run into a bit of a problem with my character's story and the way we play. Nothing major, but it directly ties into my question, so I'll expand a little; feel free to ignore this if you don't care about how I came to ask this question.
So my character has a neat little background. Nothing riveting, but it is a story of how he came to be this way and why he exhibits certain behaviors. I thought this was a good thing. Other PC's have pointed out though that his story is completely useless for tying it into our adventures, as it is highly specific. That is a bad thing because they are absolutely right. All of them have something they strive for, like a wife's killer that has to be castrated, a sister that needs to be found, gambling debts, specific adversaries, you know the like. My character has none of that. So I've been thinking: What to do?
Well I found something to do and this is where the main question comes into play. I want my PC to join a religion. More of a cult really, but you get the idea. It has always bothered me that this isn't a bigger thing in Star Wars, so I invented one that made sense for what I wanted to reach as well as the universe of course.
Should I be able to do that?
I'm not the GM right now, though I will be soon. I tried to ask the others about how much I'd be able to invent stuff for the purpose of advancing my character, but I didn't want to spoil what I have in mind because this may lead to more and I want them to be somewhat clueless about it. The only thing they were able to give as an advice was something along the lines of "Don't make your character the focus of the world", which I don't intend to.
Is inventing a rather small religious faction too much? I guess ultimately it's up to the GM and all that stuff, but how do you guys feel about that? It actually ties into the character's motivation to join a religious order and he's also as bright as a particularly stubborn piece of fruit, so joining a cult felt natural.
Also I have loads of ideas on how this would work and what to do with the character. I just don't want to overdo it and force others to take a step back so my character can do his thing. There is just a big difference between inventing a character or two for the purpose of motivation and an entire congregation of people (well droids actually). Before you ask, no there is no comparable religion like that, or at least none that I could find.
Of course I could just use my upcoming GM status to just invent that and go over their heads with it but understandably this would feel like a bit of a crappy move.
So to sum it up:
Pros:
- Decent motivation for the character (which was the main issue)
- A chance to further the character both in roleplay as well as stats and rules
- Plot hooks + Obligation + Motivation
- Possible adventures in the future
Cons:
- Inventing a somewhat big thing in order to function for my character (he's not a leader or anything, there just wouldn't be a point to inventing him if not for him)
- Possibly putting too much emphasis on my character in a group of 5 people
- Juggling an organisation that has bases on mutliple planets without them getting annoying or feeling like the sheer means to an end. Although this shouldn't be hard, they are rather discrete
What do you guys think? Of course I'll talk to the GM's before doing anything like that but I wanted to have a second opinion on this before I go overboard with it. I actually already invested way too much work into this without knowing whether I'll need all that extra lore that I have already laid out. I realize this is all a little vague. Just give me your first impulse.