Lanefan
Victoria Rules
There's another differentiator that just leaped to mind and on thinking of it I'm surprised someone (including me) hasn't brought it up earlier.I do agree completely that some players have zero interest in 'drama' in any of the forms we've been discussing it, which is completely fine. I'd also agree that in a game populated by players like that, geocentric is a fine descriptor.
There was talk not far upthread of "emergent" setting, where the setting (to paraphrase a bit) kinda shapes itself around the dramatic needs of the PCs even before play begins and continues to do so as play goes on.
This, however, assumes the PCs' dramatic needs are known ahead of time; that the players are going in to the campaign with these needs already in place and that the campaign will focus on them.
But what about the type of play where the setting's locked in and it's the dramatic needs of the PCs that are emergent as play goes on? Put another way, this type of play starts as geocentric and then quite possibly takes on a more anthrocentric bent once the PCs become established in their personalities and have interacted with the setting - and each other - to some extent.
An example would be inter-PC relationship dynamics. Sure, the geocentric dungeon-crawling might be going on almost as a backdrop but the actual drama for two PCs is the developing romance between them. Or the developing rivalry, or whatever. Things like this pretty much have to emerge through play, and personally that's the sort of drama I'm looking for, and care about, in a game.
Another example might be on the introduction of and interaction with a heretofore-unknown NPC the emergent drama comes via a PC's ongoing reaction to said NPC (be it positive or negative) and what said PC says and-or does about it.