There is a tendency among players to be reactive. There may still be roleplay going on, and the character may still be doing things, but those things are rarely important or goal-oriented. They'll be drinking at the tavern, cooking meals in a kitchen, splitting wood, wandering through a carnival, fighting in a local pit, or any of a thousand other things, but these tasks are rarely in service to actually accomplishing anything... instead, they're merely things that can be stopped as soon as the actual task is set before them by the Game Master.
Put another way, a lot of characters are swimming around like fish, waiting for something that looks vaguely like a hook to appear. And then when the hook is there, it's like they're waiting for it to grab them, and pull them to wherever it is they're supposed to be.
However, a game often goes far more smoothly (and can actually be a lot more fun) if the player characters are actively pursuing goals and plots, instead of passively waiting for something to happen to them in order to spark a reaction.
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| When was the last time the king cleared the board? |
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Motivation Is Only Part Of The Formula
When it comes to character actions, the discussion often turns to motivations and goals. After all, if a character isn't pursuing what they want, then it must be because they don't have a clearly defined brass ring they're reaching for, right? The difficulty is that motivation is just the gas in the tank; you need to have it, but the fuel isn't what drives you forward... it's pushing your foot down on the pedal that does it. It is applying action and ignition to the motivation that makes the wheels turn.
To continue this metaphor, you can have a character with deep, abiding motivations. They may have causes they care passionately about, or goals they must achieve if they're to move on with their life... but picking a direction doesn't mean you are moving in that direction.
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| Knowing the route isn't the same as walking the road. |
For a less metaphorical example, do you play your character like Fred or Shaggy? Are you actively looking for answers, trying to find solutions, or even setting up traps, or is your character constantly making excuses, ducking plot hooks, or trying to run away unless the plot grabs them by the scruff of the neck, or they're dragged into things by the rest of the party?
Now, that is not to say you can't play a Shaggy. But if the entire party is reluctant to participate in what's happening, and is looking for reasons to get out of it to be somewhere else, and to do something else, then there's either not going to be a game to play, or the plot is going to have hem the party in to force them to solve a problem. However, if 3 of the 4 characters are being proactive and jumping in with both feet, this typically drags a reluctant (or a purely reactive) character along in their wake.
If you find yourself constantly twiddling your thumbs, looking around the table for someone to make the first move, or constantly waiting around for your character to be told what to do next, consider taking the initiative instead. Be the one who makes a plan, and gets the table talking. Call out to your companions, and tell them what you plan to do, and ask them to come with you on this endeavor. You don't necessarily need to be the party leader, but sometimes all it takes is being willing to dive in to really get the gears turning.
It also saves your Game Master from having to constantly prime the pump, and come up with some kind of event or NPC to give everyone a push in order to keep things moving.
Lastly if you are interested in a little extra motivation for your characters, then I'd recommend checking out my supplements 100 Character Goals and Motivations, which went Electrum a while back, and 100 Dark Secrets which is still Silver at time of writing, but could move up to the next metal level with your help!
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