My contrast of passivity was solely in relation to player goals. I thought the context of my post was clear in that regard, maybe not? Anyways, the examples I keep seeing brought up in that respect are about character drama caused by conflicting internal priorities. It's even been said by some (not sure if you agree) that if there's not some mechanic that informs which priority wins out that it's not playing to find out. That's where the passivity I am talking about comes in. The player isn't actively picking and working toward some player goal in these examples, instead he's not taking a side (in regards to that internal conflict) and just 'playing to find out' (that's the passivity i talk about).
Perhaps a more palatable framing would be that the players goal is to 'play to find out which priority the character will choose'. In any event, I think what I'm contrasting should be clear now.
This seems to have been prompted by
@AbdulAlhazred's posts, not far upthread, about 1000 Arrows.
I don't know that system, and so I don't know how it handles honour, shame, commitment, etc. There are multiple possible models I can think. One is Emotional Attributes in Burning Wheel (these don't generally constrain action declarations, but they advance based on things the PC does and experiences, and as they advance that can have consequences for the PC, including having to leave the game). Another is Resistance to temptation in The Dying Earth (Robin Laws's version) - which is also found in one Burning Wheel Emotional Attribute, namely, Dwarven Greed - which cause the player to lose (full) control of their PC in certain circumstances where a check is failed.
Prince Valiant also permits this sort of thing, and I believe I posted an example upthread:
I asked Sir Morgath's player to roll his Fellowship + Presence (7D) against an obstacle of 3 (I think it was), and he succeeded. I told him that he noticed that Sir Satyrion seemed rather sour. Morgath first spoke to Sir Andreas, and (with successful Courtesie) confirmed his suspicion that it was Satyrion who had suggested that they sally forth. (The conjecture was the players, and it certainly fitted with the scenario backstory.)
He then consulted with the other PCs, and decided to speak to Sir Satyrion, to try and learn his motives (eg power-hunger; loyalty to the Arab rather than the Greek cause; etc). This was Glamourie, and the player was rolling 8 dice (Presence 4, Glamourie 2, +2D for greater fame and his prestigious accoutrements). So he was quite successful. First, he learned that Satyrion was jealous of Andreas, and mocked him. When I asked Morgath's player if he likewise mocked Justin and Gerren, he replied "Not Sir Gerren". I asked Sir Justin's player to make a Presence check to see if he overheard the mockery; he did. Justin's player had Justin declare that he was finished dining, with the intention that he would go to the infirmary and tend to the injured; I called for another Presence check to see if he could really hold his pride in check despite Sir Morgath's word. This succeeded too, and he then rolled very well on his healing, further cementing his order's reputation in Cyprus.
A Presence check to resist fear, or goading, is how Prince Valiant incorporates "knightly" responses to social situations, a variant on Pendragon's well known Traits and Passions.
Apocalypse World doesn't have any mechanic that removes player control of their PC- in fact, avoiding that sort of thing is a deliberate design feature that is discussed in the "Advanced ____ery" chapter. But it does have mechanics that allow a player's choice one way rather than another to incur a penalty to a roll: in other words it uses carrots and sticks, rather than outright command.
Marvel Heroic RPG combines both sorts of approach I've discussed above: complications and stress can penalise certain actions (the stick), and if they grow too large than the PC is out of action altogether, and (if the complication is of the right sort) the GM gets to take control of the character (eg a character who has been fully dominated by a telepath).
As for
internal conflicts - there are a lot of ways to drive these that don't require
mechanics. For instance, it can be done via the way the GM frames a scene and sets the stakes. Or the way the GM narrates consequences. Here are some examples from my own Burning Wheel play:
One of Aedhros's Beliefs was that Only because Alicia seems poor and broken can I endure her company.
<snip>
We discussed how we would get through the first door, and my friend - reviewing Alicia's spells - noticed that she has Chameleon. So he decided she would turn invisible.
Chameleon is 8 actions to cast, but we were in no great hurry and so he decided to cast as carefully as possible - x8 = 64 actions to get +4D (the maximum bonus, equal to the spell's Ob 4).
With Alicia's B5 Sorcerery reduced to B4 by the lingering effects of the bad pie, this was 8 Sorcery dice. Alicia's Will of B4 was reduced to B3 by the Light wound. And she had 1D of Forte (B4 reduced to B3 by the wound, and 2 tax remaining). That was 12 dice in total, to allocate to two test against Ob 4 (casting and tax; casting patiently allows allocating Sorcery, but not Will, dice to the tax check). I think a Persona may have been put into one of the pools, but in any event both failed: she took 1 tax (and so once again fell unconscious) and the casting failure was garbled transmission. This is the first time we've ever had that result in our BW play, and we rolled diligently on the Wheel of Magic. Instead of a Control Heaven, Personal Origin, Sustained duration effect on the Caster, Alicia had created a Transmute Water, Presence Origin, Instantaneous duration Natural Effect.
We discussed a bit what this might mean. After one false start (my initial idea that she had transmute some water in the harbour went nowhere) I suggested that her eagerness for money meant that she had transformed the rain in her Presence into coins! My friend suggested low-value coins - copper pieces - and we agreed it was a 1D fund.
He then wanted Alicia to make a roll to master the new spell. We got out the Magic Burner and applied the Abstraction and Distillation rules to get an Obstacle for it - after applying the rule that includes a modification for powerful effects, it was Ob 5 and 66 actions of casting, to turn rain in the Presence of the caster into a 1D fund of copper coins. The fainting Alicia (fainting due to her tax) attempt the Ob 5 Sorcerer test to try and learn this new spell - her player got three successes, and so it is an Ob 7 spell for her.
Alicia was now lying, unconscious, in a pile of copper coins that had "rained" down on her. We agreed that Grellin, who is unused to such sorcery, was struck with awe by the Ob 7 Steel test for witnessing pronounced sorcery. Aedhros, on the other hand, could only see yet more evidence of the ill fortune and ineptitude that brings all things to ironic ruin. At least, until . . .
My friend was urging me - mightn't Aedhros have at least a hint of pity left in his heart, and be moved by Alicia's plight? Aedhros's relevant instinct, here, was Never use Song of Soothing unless compelled to - Song of Soothing being the Elven equivalent of herbalism. There was also his Belief about why he can stand Alicia's company - would that remain unshifted even seeing her so broken even as her poverty was slightly lifted?
I told my friend I would make the Song of Soothing test, and see where that led me. The obstacle for a Light wound is Ob 2, doubled for no tools. The skill is open-ended (natural Elven magic), and so despite being B3 plus 1D from my Rhyme of Rules FoRK, I was able to get my four successes and restore Alicia to consciousness. We then played out an exchange in which we both went for Mouldbreaker - Aedhros's Belief is now Only because Alicia is not entirely without capability can I endure her company. Alicia's Belief that The strong do what they may - I will do what I must to survive was changed by the fact that Aedhros had had her utterly under his power, and with coin all about her to be taken, and yet had healed her instead: now she Believes that I will be compassionate to the poor.
I narrated (again, wearing my GM hat) that the raining coins had attracted the attention of the ragged poor who huddle about the docks even when it is raining. Alicia's player decided to give them money - and having earned a Persona point from Mouldbreaker spent it to amplify her 1D fund so as not to lose her fund from tax. But both his dice were failures, and so the fund was spent being compassionate to the poor!
Alicia and Aedhros escaped the guards, but Alicia then returned to fight them so that Grellin would not be captured. Alicia defeated the guards near single-handedly with her martial art; Aedhros helped a little at the end, and was then going to kill one of them with his black-metal long knife Heart-seeker. Due to a failed test of some sort (Intimidate, I think) it had been established that Thurandril, Aedhros's father-in-law, whom Aedhros blames for the death of his spouse (the event that sent him onto the Path of Spite) was watching things unfold (having come to the docks on some or other business). Alicia tried to use Persuasion (analogous to D&D's Suggestion spell) to stop Aedhros, but she failed both her casting of the spell, and her roll to endure the tax of casting.
The mis-cast created a fire effect nearby, which caused the Golden Sow - the vessel on which the two PCs had arrived in Hardby, and still docked in the harbour - to catch fire. The failed tax roll caused overtax equivalent to a mortal wound, and so Alicia was dying. Her player - my friend - spent the Persona to establish that she had the will to live. Aedhros, determined not to have another person in his charge die in front of Thurandril, tried to staunch her bleeding with his Song of Soothing, but failed. So then he did the only thing he could think of - as someone whose Circles include the Path of Spite, and who has a reputation as ill-favoured for himself and others, he looked to see if a bloodletting or surgical necromancer or similar ill-omened type might be nearby the scene!
But the Circles check failed: and so no friendly bloodletter appeared, but rather the Death Artist Thoth, who - for reasons not yet clear, but certainly not wholesome - carries a lock of the hair of Aedhros's dead spouse (even though that death occurred when the now-41 year old Thoth was only two years old). Thoth took Alicia into his workroom, through the secret entrance that leads onto the docks; and Aedhros had no choice but to go with him.
We spent the rest of that session burning up Thoth - Born Noble, Arcane Devotee, Court Sorcerer, Rogue Wizard, Death Artist. Cometh the corpse, cometh Thoth.
Today's session began with the Surgery attempt to treat Alicia's mortal wound. It failed badly (we have the notes somewhere, but from memory the Ob was 14 (7 doubled for no tools) and 1 success was achieved), and so her Health check to avoid acquiring the Mortally Wounded in the Head trait will be against Ob 19. A roll of the dice determined that it will take her 8 months to regain full consciousness, at which point she will then have to recover from a Traumatic Wound.
The session then focused predominantly upon Thoth. His Beliefs are I will give the dead new life; Aedhros is a failure, so I will bind him to my will; Cometh the corpse, cometh Thoth! And the player leaned heavily into these.
<snip>
Aedhros's Beliefs are I will avenge the death of my spouse!, Thurandril will admit that I am right! and I will free Alicia and myself from the curse of Thoth!
There is some resemblance between the sort of approach I'm describing in these posts, and what
@thefutilist has posted upthread about sincere/artistic play of the character. Aedhros has to make choices about how to respond to Alicia's suffering - some driven by purely internal concerns (his contempt towards her) and some by external factors as well (his shame in front of Thurandril). And then he finds himself with no choice but to go with Thoth, and work for him, even though he hates him.
What distinguishes this approach to RPGing from (say) typical D&D, is the absence of
adventure as a component of play, and the resolute focus, at every moment of play, on putting
these characters under pressure that speaks to
their particular concerns.