Character-driven or Reactive?

As a dm, it seems to me that this isn't really a question of reactive vs character driven plots, by virtue of the fact that that was a reactive encounter, not a character driven one.
Your dm dropped an encounter in your laps, and they did nothing. You can lead a horse to water, man, but you can't make 'em drink it.
If I were your dm, I'd drop your group into a good ole dungeon crawl, and then work on some interesting side quests for your character.

A character driven plot is one in which the character initiates the plot hook or encounter. Your character wants to find a magic item, so he mounts an expedition. He wants to become a member of the gentry, so he involves himself in the nobility and tries to garner favor, etc.

Your fellow players are just plain indecisive, for whatever reason. My guess is they need the decisiveness of a dungeon environment. Just a guess, tho.
 

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I've found that what works best in my campaigns and plot arcs within campaigns is to have the first few adventures in each plot arc be more directed and reactive to set up the situation and give the players context and background. Once they have become involved in the situation and understand the basics, I let the adventures become more character driven and let the PCs make the plans as to where they go, what they do, and how they deal with the situation. Events still occur outside their actions as other NPCs in the world have their own goals and agendas, but I have found this formula works really well for hooking the characters initially, then giving them a sense of power and accomplishment as they deal with the situation in the way they deem best. I've been running a 12 year campaign this way, and have been through 7-8 plot arcs (about 110 adventures), so I'm speaking from a LOT of experience and trial and error here.
 

Steverooo said:
What's your experience with groups like this? Is this more common than "Character-driven" storylines?
It's most common when the game starts off with "here's the world, now what are you guys going to do?", I think. Especially if all of the players aren't so thoroughly familiar with the game setting that they could basically run their own game in it, that kind of opening generally gives you a roomful of players staring blankly at you or nervously fidgeting with their character sheets. (And a lot of the time if they do jump right into doing their own thing without waiting for the GM to give them a plot, you run the risk of having to run a separate game for each PC and his own character-driven plot, unless you can convince them to collaborate during character creation and come up with similar and compatible interests for all their characters.)


Basically, I'm with Gothmog on this; I've also found that what works best for me is to have the first few things in each plot arc be very directed and designed to give the PCs something they can really react to. Then once they're invested in the plot and they know what their characters really want, you let them start pushing on their own. Think of it like training wheels or booster jets or a tugboat...starting off very focused and giving everyone things they can react to is a way of getting things moving in a particular direction, and once those things are moving at the right speed with the right balance, you can leave them behind and watch the players steer.


And from a player's perspective, I'll say that I've always had a much easier time determining what my characters want to do and aggressively pursuing those goals once I have a better feel for where they live and what kinds of NPCs are around them. You know, getting in there and seeing who my character likes, who he dislikes, and what kinds of things he's really most effective at; none of which are at all easy for me to do until I've played it for at least a little bit and had a chance to see the setting in play.

Once I've got that, I feel more secure about pushing character-driven plots on the GM and the other players, and I find those plots to be more satisfying than I would have if we'd just been dropped in on day one and asked to come up with character-driven plots right away.

--
context is everything, i guess
ryan
 

In my own Planescape campaign I've got a mix of plots that were entirely of my making and pushing to involve the characters. However a not insignificant fraction of the plots have been at the instigation of my players. I'll hold off on a plot of my own if they get themselves into something.

I also toss out more plot hooks than they can bite at the hooks for. I don't just hand them one plot option and wait for them to do it. I try to offer multiple ones to see what they're interested in. However, that said, they don't adventure in a vacuum and so anything that does get tossed out still is going on somewhere with or without their intervention in it. Some of those passed up plot hooks may or may not figure into future events. *sly smile*
 

Hmmm... I'm thinkin' maybe you missed the "as a player" part of the initial message? But okay, I'll bite...

Kamikaze Midget said:
1) Hook 'em. Give 'em something they can do if they'd like

There's already a combat going on, in one context, and a "Meet Your Fellow PCs" scenario going on in the other. Of three PCs in the first, only I have responded to the howl, scream, or combat, and in the other, only one PC has even begun a conversation (at the GM's instigation, through an NPC).

So, AS A PLAYER, how do I "hook" the other PCs/players?

Kamikaze Midget said:
2) Watch 'em. See what they do, where they're going, what they'd like to do.

That's an easy one... They're doing nothing, watching me play the comedic relief... No help, there! ;-p

Kamikaze Midget said:
3) React to 'em. Put something in their path, wherever they're heading.

Since my PC is currently unaware of their existance (as I said, above, apparently having fumbled all possible rolls), he can't really do that, yet. So how do I put something in their way, once they do "appear"?

Kamikaze Midget said:
4) Hook 'em again. Whereever they're heading, put something in their way.

So it's a combo. When they've got goals, they go for 'em, and I roll with it. When they don't, I give them something to do.

Well, assuming I survive (which is looking doubtful), I suppose I can try giving them something to do, once I'm aware of them... If they continue to just sit back and watch the fight, though, I don't think I'll get the chance.
 

DragonOfIntellect said:
Create a character with strong motivations and goals in the world. Preferably, such a character should have a forceful personality and be able to lead the rest of the party. If the GM will not lead them by the nose, you may have to take the initiative and do it yourself. Figure out what your character desires, and aggressively seek to accomplish the tasks neccessary for the attainment of those desires. With such reactive players at your side, it should be a simple matter to lead them along on such quests.

Thanks, Doi! I have pretty much done that, but so far, they aren't following my lead...
 

Munin said:
If I were your dm, I'd drop your group into a good ole dungeon crawl, and then work on some interesting side quests for your character.

...

Your fellow players are just plain indecisive, for whatever reason. My guess is they need the decisiveness of a dungeon environment. Just a guess, tho.

If they ignore howling, people being attacked, and a combat, why would a dungeon work any better? I can't see it...
 

Gothmog said:
I've found that what works best in my campaigns and plot arcs within campaigns is to have the first few adventures in each plot arc be more directed and reactive to set up the situation and give the players context and background.

Seems like our GM is doing the same...
 

my suggestion would be to talk with one of the other players out of game. And ask if they could try and actively involve themselves. This might be a new concept to them. And getting at least one ally might be enough to start the ball rolling with the others.
 

Nearly everything I ever do is based off of the PCs' actions. I think the number of pre-planned adventures I've run in the last ten years has been maybe three. I run much more like the game Donjon than D&D.
 

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