Its come to my attention how everyone here plans out their characters history, their classes and triumphs. If its going to be a mage,assassin,thief or a warrior. but now when i realize there are no classes im just going to do what i want and when I want, if I want to use a fire spell im going to use it, if i wanna get someone who's far im gonna use a bow, if im up for damage im gonna go for a battle axe. I dont choose what I am, I just play the game! and i have fun while im doing it. I play with no restrictions and i feel more like a free person while im doing it, making a history for your character doesnt make him any different from all the other characters other people are playing, we're all dovakhiin and we're all going to try to stop alduin whether we like it or not. And at the end when i have an awesome all rounder character, I have more stuff I can do then a warrior who doesnt know any magic skills but has mastered one handed. so what about you guys? you with me or do you think its necessary for you to make your characters history in order to properly roll-play.
P.S im not talking derp about guys who do all these things, its just that I, imo, dont think its necessary.
Planning ahead gives life and meaning to a character, and this includes what his strengths / weaknesses are, how he handles specific situations (conforntational, subtle, aviidance, seduction...) and even what not to do (quest not to take, guilds to avoid, etc...). Not all of us want to do everything possible, because depending on the character, it deprives of some of his meaning - an example, I can never see a Paladin-like do sth for Mages , Thieves or Assassin's Guild, not even entering the Arena in Oblivion, because of a Paladin's code of honour and conduct. My High Arcanist sees no sense in wielding any weapons aside form his staff, helping thieves or fighting the Arena. On the other hand, me Shadow Assassin tries to infiltrate all guilds possible using =/= disguises, but I cannot see her investing in things that demand Strength, Endurance and the likes. Of course, with attributes blown to smithereens, this last part makes no sense, but that was just for example's sake.
But planning ahead does not mean to lock your character to new possibilities, otherwise you may kill some of the fun factor and miss some surprising experiences. It is more about general behavioural guide-lines, a 'soul compass' if you will.