As a precursor I totally understand feeling frustrated if the game’s pushing you to feel particular things or being locked out of plots. (For example: I made sure in Blood Money to have a lot of options to sabotage and/or leave your crime family in various ways rather than making every player have to be loyal. I wouldn’t have wanted to push all players to be happy doing crime in that way forever.) But I do think it’s fair to expect a certain level of player buy-in for a game when the plot and setting is integral to the player experience.
Like… with one of the examples the point of 7th Sea is that you’re a pirate. It’s reasonable for the author to expect players to want to be playing a game about pirates. If it was a game framed as “do you want to be a pirate or are you going to work for The Man” and you were forced to be a pirate, I’d absolutely understand being irritated. But when the first sentence of the marketing text says “Fight for what’s right—as an up and coming pirate! Battle slavers, sea monsters, and your own corrupt government to become a hero of the high seas” that makes it clear to me that this is A Pirate Game and that I’m not going to have a good time if I decide to play a character who doesn’t want to be a pirate, you know?
There’s some interesting chat about this topic on this thread (I didn’t realise it was your thread when I looked for it, but I remembered it from a while back ):