You have an agreed genre with agreed thematic material and an understanding both that the game will deal with those things - swashbucklers, musketeers, corrupt clergy, courtiers, etc - and that if the players have a bit of good luck with the dice and their decisions they will see their PCs grow from fortune-seekers to fortune-attainers.
See, this is why I need an editor - you said that much more succinctly than I did.
The OP is (or at least seems to be complaining) about D&D players whose PCs won't act. But D&D doesn't set a genre (or at least, does not set a genre with anything like the specificity of tropes and themes as musketeers) and doesn't establish any baseline understanding about the prospects for PCs (indeed, we regularly see threads on these forums disagreeing about what those prospects should be in a typical D&D game).
I agree with
Doug McCrae on this:
D&D sets very clear expectations for what the game is about through its character creation and rewards systems, with the caveat that these differ between editions.
I
could run a sort of Huguenot
agonistes campaign with
Flashing Blades - eating dogs and boot leather during the siege of La Rochelle, fleeing the
dragonnade after the revocation of the Edict of Nantes - the game really doesn't provide much in the way of in-character rewards for this.
I don't mind you having a bit of a dig at "metagame agendas" - I know you're not a FoRE . . .
pemerton, however much you and I may disagree on the finer points of this little hobby of ours, I do enjoy our discussions, and I hope you do, too.
. . . In light of this problem with D&D play - a probelm that I think is fairly widely recognised (it's not as if the OP is the first time I've heard this sort of complaint) - Nameless1 seems to me to be making some fairly basic suggestions, based on familiarity with non-D&D games, about how to provide the context that will motivate those players to have their PCs act. The alternative approach, of specifying genre and PC prospects much more specifically than is normally done in D&D play, might work equally well, but (perhaps because I'm a FoRE) I tend to think more in Nameless1's terms.
As I noted in a previous post, everything that
Nameless1 suggested is a perfectly valid solution. They are not my preferred methods for engaging the players and their characters with the setting, but I agree they work for many.
I'm simply offering an alternative view, one which I personally believe gets back to some of the earliest principles of roleplaying games. One of the areas where I'm guessing you and I are in more-or-less complete agreement is the FoRE concept of 'system matters.' I think later editions of
D&D represent playing catch-up to what people were attempting to do with the game in actual play, often as encouraged by media such as
Dragon articles, but my personal feeling is that this effort missed the train because the execution focused on maintaining the same character memes while tacking on additional rewards systems.
Since I've walked out this far on a limb, I might as well go a little farther with an example. One of my favorite roleplaying games continues to be 2e
Boot Hill. At first blush it appears to be little more than the tabletop skirmish game from which it originated: character abilities are related solely to gunfighting and throwing stuff, and the only way they change is by surviving fights or aging. However, there is a second rewards system as well, the acquisition of wealth. You can drive cattle or rob banks or hunt bounties or enforce The Law, and the system provides the resolution for this as well. Even though it's not reflected in my character abilities, the system still supports a wider range of character goals than shooting, stabbing, or punching stuff.
3e
Boot Hill was a significant revision of the game, with skill systems, changes to combat resolution, and a new reward system. The authors didn't try to tinker around the edges; they came at the system with a whole new perspective, and actually created a very good roleplaying game - if the genre were more popular, 3e
Boot Hill would probably be on more gamers 'desert island' lists.
I think
D&D has a very strong set of core memes; for a variety of reasons, gamers have been encouraged for years to keep expanding those memes, encouraged with great exuberance but perhaps with less-than-thorough consideration of how that expansion is reflected in the system. I think this is what is reflected in the original post, and
my suggestion is, return to first princicples first.
I think we might have had this conversation before.
Oh, perhaps once ot twice.
But what makes you think I (or Nameless1, for that matter) would classify this as faffing around? I'm talking about reducing the level of pure exploration of the gameworld. What you're talking about isn't exploration. It isn't looking for the adventure - unless I'm missing something, it is the adventure.
What I am describing as "faffing around" is the bit where the player has to discover, through play, who the local powerholders are, whose wives are worth courting, and where all the clubs are. I prefer a game where at least some of this is known at start up, so that we can cut straight to the action (of course some, perhaps even the most interesting, stuff can be secret at the start and emerge in the course of play - but not everything that is necessary for the fun stuff to happen).
And I would consider that 'faffing about,' that discovery through play, to be adventure, too.
Difference strokes lead to horse races, or something like that.
