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I urge a more charitable take on it, and on this kind of play in general. Again, there's a spectrum.
Yes, this.
I'm in a game, a cross between the "West Marches", "Megadungeon", and "Thieves World" styles (it's a mega-dungeon, based under a thriving city rife with political, religious, and racial strife). So there are like 10 distinct groups of Characters running about doing things, I'm in 5 of those groups with 5 different Characters with varying levels of "engagement".
In one, I'm the clear driving force for what we do. When Players in that group are trying to figure out what to do their first thought is "Let's ask Jareth" despite my continued insistence that another Character is actually in charge. In another group, I'm playing the most laid back, relaxed "I'm not doing nothin but fightin and carryin heavy stuff" Character (which is pretty much all she's good for). In that group absolutely no one would ever say "Let's ask Jednesa what we should do" because they know better.
So even in one game, I'm on two opposite sides of the "driving force" spectrum.
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More than having the "role" of a particular character, I find I also enjoy a defined "role" in the activity of the game.
I like both, in fact all my Characters will have both. An in game meta-mechanics role, Striker, Tank, Skills Guy, Face, Healer, Buff=bot, etc; in a social game these would be Face, Planner, Peel-Out, Wingman, etc... and a 'role' role, like the Red Sonja Warrior Out Of Her Element, Drunken Failure Seeking One Last Chance to Make It Right, Pious Warrior Driven To Fight Evil, Wants To Be The Best of The Best of The Best Sir!, Teenage Rebel With Crushing Guilt Complex, Con-artist Who Just Found Religion (I literally just listed my Characters in a game here).
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If my character has a wide smattering of weak skills and abilities, I might not feel like it's worth trying anything, like anything I do will be wrong, so I'd better not act unless I have to. It might then seem that I'd be better with a strong focus on something, and that might work - if that particular thing comes up.
This, I find, is the single greatest reason many Players become passive. They are so afraid of FAILURE in game that they only move when prodded or when they think the Character can succeed.
I avoid this by just trying things that would be "in Character", regardless of the success chances. I mean, my longest running character on this site has a roughly (all skills and abilities taken into account) 55% chance of succeeding anything he tries, I mean why not jump in and do something? When failure is all you know, it's best to get real good at it.
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I really like having a clear goal, the shorter-term the better. A long-term goal is OK, as long as there are lots of clear short-term goals that either progress me, or give me something to do in the mean time.
This is also key. Depending on the game genre (Dungeon Delving, Social Heavy Politics, Fantasy Heartbreaker, Space Opera Drama, Supernatural Angsty Goth Wanking, etc) this can lend itself well to either Player defined goals, or GM defined goals, often times a mix of both.
But this requires Good Communication from both sides of the GM screen.
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No. Character-driven, or not, combat or not, really doesn't have anything to do with it. But it would probably be instructive to consider why people enjoy combat:
- There are often clear roles.
- There's often something to react to.
- There's often a clear goal (hopefully not just survival, but that's often it).
- Games often have a clear way to make a character who's good at it.
- It's fairly easy to get one's character into a situation in which it is likely to arise.
And in many cases (most Fantasy RPGs) your Character is
good at it.
Look at OSR games, the character stats are all centered around Orc and Pie
TM, "Kick in the door, kill the Orc, take the pie". In OSR games, social play is completely dependant on the Player's ability to schmooze, sweet-talk, act tough, romance, etc. So if the activities fall outside the Player's wheelhouse, those activities won't be compelling (no one likes failure*).
* Failure of the Character and failure of the Player are two separate things, but for most people they are treated as one and the same. Most people who are into RPGs aren't into the drama heavy pathos of Character suffering and angst-play. They want the rush of a successful Orc and Pie, even if it's a social-romance game ("Kick in the doors" = Get past the romantic target's defenses; "Defeat the Orc" = Overcome the romance target's resistance to romancing; "Get the Pie" = I'm leaving this one unexplained).
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Other types of situations can have that, but the classic "opposite" of combat - talking - lacks many of those things, especially in an investigation-type game in which the "talking" itself doesn't necessarily accomplish anything overt, but prompts reactions that are meant to be picked up on and followed.
There are some good systems that have mechanics to gamify this, which can really help with Players who prefer to Orc and Pie an investigation...
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At the pitch stage, you probably can't. It takes some conversation, I think, to see how a person enjoys interacting, and it might take a preliminary session or two.
One thing that could help (I have only been skimming the thread so forgive if this has been said) is to put in the game description that it is a Social Heavy Game Expect A Lot of Player Driven Socializing With Each Other and NPCs.
Or, maybe more aimed at what I think tibiotarsus wants (?):
"This Game is about the PCs actively working together and engaging in world. I will not be hand-holding you or actively pointing out what your Character's need to do nest. This game requires Proactivity and Engagement."
Now, some people will see that and not understand it and dive in and be what
tibiotarsus has. But you will also weed out those who really just want a Beer and Pretzels, Orc And Pie game. A game where they interface with the mechanics, don't have to think too hard, and strive for the next Pie laden 'dungeon'.
And of course you'll also attract individuals like me, who see
non-combat interaction and Player/Character driven goals as a means to its own end.
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If someone is hesitant or does the bear minimum, then either talk to them for clarification, or just part ways.
Exactly. There are alway more Players on the boards. Just recruit for you want, bring them in. It's possible with the right sort of Player interaction the more recalcitrant Players will start to open up and interact in the manner you'd prefer. If not, start cutting the uncooperative Players free.