A GM wants to start a campaign.
They want to do their take on a Star Wars game, where the PCs are the heroes.
They change enough stuff, but the core remains, the force, and an evil empire.
Trouble is, as soon as the twist shows up, the player characters decide they just want to roam the stars. Like Firefly.
The cmapign stalls, the GM clearly wanted the PCs to be the heroes.
They wanted to be the rogues.
So, perhaps the more appropriate pic would be:
Pregenerated characters can help this situation, but once in the hands of players, a GM cannot do anything but react.
The bigger picture is being clear with what is expected, and what is desired:
“I want to run a Star Wars game where over time we will explore many of the same themes of the original 3 films, and truly it will be an epic story of good versus evil. Do you want to play?”
If players agree, and then flake, the GM can talk to them, or end the campaign, but will not have to be frustrated that the players had different expectations… on paper.
Ask players what they want, ask specific and general questions. Do what works for you.
That GM could have forced their hand, but what was obvious was that when trouble showed, they wanted to run away, not toward.
That was not the type of game I wanted to run.