As a player it is simple for me - I write the motivations of my PC in my background, so that the DM knows how he can persuade/force my PC to undertake an adventure. I usually also take easily motivated PCs - either eager to do good, or after wealth.
If there are still problems I talk or write to the DM and offer solutions.
Now, if it seems the DM is stumped for a course of action during a session I often use leading questions or remarks like "I hope there will not a barroom brawl happening right after I order and enter the inn." or "Does anyone look like he noticed my purse?" or even "No one bothering me? Seizing me up?" and "As long as the guard captain is not the brightest chip of the block he should not notice the minor discrepancies in our story. So, is he a half-orc, hm?", fishing for a little trouble or excitement to liven things up.
As a DM I usually take care to make it clear to a player that he has to have PC compatible with the party who will not require too much of an effort to get into an adventure. Having superiours able to order a PC around, having goals and life-long quests that will prompt the PC to track down and check out rumors and hooks, or just a curious mind or a tendency to get into trouble all make for good PCs in my book.
If there are still problems I talk or write to the DM and offer solutions.
Now, if it seems the DM is stumped for a course of action during a session I often use leading questions or remarks like "I hope there will not a barroom brawl happening right after I order and enter the inn." or "Does anyone look like he noticed my purse?" or even "No one bothering me? Seizing me up?" and "As long as the guard captain is not the brightest chip of the block he should not notice the minor discrepancies in our story. So, is he a half-orc, hm?", fishing for a little trouble or excitement to liven things up.
As a DM I usually take care to make it clear to a player that he has to have PC compatible with the party who will not require too much of an effort to get into an adventure. Having superiours able to order a PC around, having goals and life-long quests that will prompt the PC to track down and check out rumors and hooks, or just a curious mind or a tendency to get into trouble all make for good PCs in my book.