@Razzle Bathbone:
I don't have the problem with pen-and-paper games, because I'm not just devising a personality (which has realistically no effect on the game), and then rationalizing why my character is doing what he does, I'm making a whole new person. I see WRPGs as a pale imitation of pen-and-paper. If everything in a WRPG were up to me, and all of my choices (from gender, to race, to a nuanced approach to whether my character is good or bad) made a difference, I would love it. The issue for me is that the core plot always has to be based around unchangeable elements. So, while you can join the assassin's guild, or whatever, you can't really change the direction of the storytelling. You can be anything from purely malevolent, to Mother Teresa, and you'll still end up having to do the same bloody things.
But, then again, I like a lot of the psychological games mainly: Orpheus, Wraith, Werewolf. In those, the personality I create almost universally drives the game. Instead of merely reacting to events (as you have to in even a WRPG) I'm shaping events, and creating them.
@ Alex_P
I understand your point, but I have to disagree with it. As long as some of the characters (NPCs, allies, enemies) have to be stock characters, I'd rather the entire thing be scripted. For me, I'd prefer things at the extremes, either fully player/GM controlled, or fully out of my control. Either let my actions propel the game entirely, or make it linear. I understand that it's difficult to empathize with some of the characters, but I think that makes them good characters, they're different, they're separate.
By the way, if the only plot hook for a pen-and-paper RPG being "you're approached in a bar", you've been playing with a pretty crappy GM, I've gotta tell you.