>I wanted to disagree with the above statement that everything's about the players feeling awesome, and nothing about the GM's actual plot; This is entirely dependant on the game, sure, if I would play DnD (never have), or ED (have a lot), I like a little powerwanking, I want my 2m warrior in plate and with a crystal sword to be fucking awesome, but at the same time, if I'm playing WoD mortals, privately investigating the murders of a suburban family in hope of collecting a reward to pay for my sister's surgery, then I don't want to be awesome, not epic, not cool at all, I just want to get that money, and If I'm scared to death, and eventually track down the slasher, like hell I would call out on a railroad, or complaining for not getting that minigun I wanted, I would just do my best to take that fucker out, or die trying.
It's not about the characters feeling awesome. It's about the -players- feeling awesome. By going in as a mortal against some vampire slasher or whatever the hell happens in WoD Mortals and, win or lose, giving it your all and going down swinging, you the player feel awesome for being a part of that story. Your character may be killed or cthulu-raped or killed and then cthulu-raped, but you don't mind because you weren't looking for some kick-down-the-door-and-fireball-the-goblins ending. You got what you wanted, not in terms of in-game items, but in terms of meta-story.
That's the point.