Verrain says:
That is actually what I am trying to avoid by setting down some information about the ship and voyage first. I would like to get a one sentence description of the initial voyage along the lines of, "Pirate ship chasing down the Lost Treasures of the Inca before the Spanish get there first!" then set you loose on character creation. That way there is still wide scope to make a character but with a focus so we aren't too all over the map.
I don't think we're that far apart in what we're envisioning needing to take place.
I guess my point is/was, everyone doesn't/shouldn't have to be a crew member, and/or everyone doesn't/shouldn't have to be working toward the exact same goal.
We need a common place (the Ship), and we need common
objects (people, places, things) in our Beliefs. But BWG is at its best when PCs have slightly different angles for why they are "coming at" those "Belief objects".
Example: We're on a ship, heading to a fairly newly discovered chain of islands.
PC 1, a Pirate, Belief: I must travel to This Island and find the Native People's Temple, because they are said to have solid gold monkey statues there! I will take them for my own.
PC 2, a Sorcerer, Belief: I must travel to This Island and find the Native People's Temple, because they are said to practice an ancient and long lost Blood Magic! I must learn it for myself.
PC 3, a Holy Man, Belief: I must travel to This Island and find the Native People's Temple, and conduct a miracle there to convert them to the True Religion, and bring them peacefully into civilization.
All Beliefs have common Objects (the ship, the Island, the Temple) that keep us together, but each want very different things from those objects, which necessitate different approaches to the Objects, and may elicit very different reactions if/when any given one is achieved, from each other and NPCs. It certainly doesn't have to be as complex as above, but if we're all pirates on the same crew trying to achieve the same thing, it turns BWG into a much more traditional rpg IMO. Which maybe that's what we want? I don't know.
I think it's critically important though that each player is interested in and excited by their PC and their PCs Beliefs/goals, to give the campaign legs. So that's why I was suggesting "people build what they want, and figure out why they're on a ship".