Well, yeah, you have a general theme but one theme should include a great deal of concepts and specialties. If for instance you're running a detective game, you can have forensic specialists, interrogators, undercover operatives and people with government connections. And sometimes your investigation may not require any important forensics, other times you may not have to interrogate anyone meaningfully.Thymos wrote: I also have to call BS on Players being created in a void RC2.
If I'm making a sailing campaign, I'm going to tell my players. If I make a campaign that's about investigation with little combat, I'm going to tell my players. If I make a campaign that's a Monty Haul, I'll tell my players. I'm not going to let a player make a horribly optimized character. If you pull this kind of dickery, like letting someone make a social character in a Monty Haul game, well, kudos to you I hope your happy.
Also, those problems about NPC's being too optimized depend on the system. It isn't always the case that being specialized will make you better. If you put vertical output restrictions, then being even more specialized won't really help very much (If all you can put into sailing is +5, then having an extra 5 skill points to spend won't be capable of making you a better sailor).
Any good campaign concept needs a variety of specialists and has a variety of roles that no one character can completely fulfill. I mean, even if your campaign is Sinbad the sailor, keep in mind that Sinbad did a lot of shit on land too.
While it is true that balancing two systems is somewhat more complex, the important thing is that that complexity takes place during game design, and not during adventure preparation or even during actual play.From your arguments I've realized that it's not always best to make NPC's as you make PC's, like in point buy or systems where making characters takes hours. I still think if it can work then we should use it though (roughly). No point in balancing two systems if we only need to balance one.
Also note that it's okay to sacrifice some balance for NPCs, because they only exist one combat, so minor differences won't even be all that apparent. Also, you can rely on guidelines instead of hard rules, because the DM's objective isn't to TPK the group, so he shouldn't have incentive to ridiculously abuse the rules to make the most powerful monster he can unless he's just going to be a total dick (in which case, why are you playing with him anyway?). You just don't want to end up with Giant TPK Crabs.