To be fair I think this discussion is from the perspective of the GM instead of the roleplayers themselves.
If they refuse, they'll probably get killed, because I have a death rule.
This
is from the perspective of a GM. Unless, somehow, as a player, I would circumvent the GM's authority to start murdering his NPC's without his permission. Pretty sure that's a surefire way to destroy a plot.
passive characters =/= bad characters.
I teach submissive players
There's an absurd amount of submissive players
You're completely right.
Characters come in all shapes and sizes--some are more naturally prone to the spotlight than others. This is perfectly fine: I have characters that range from outgoing lotharios to reclusive wallflowers, from machines that have no sense of individuality, to the most selfishly minded and greedy bards. The issue isn't the characters, the issue is the
players. I've seen character sheets that declare a character to be an outgoing, charming sort of fellow, but when put into action, said character doesn't interact with
anyone, doesn't engage in conversation, and largely isolates themselves.
To make a character function, they need to oblige three simple requests.
- Who am I?
- Reclusive? Outgoing? Brave? Cowardly? Honest? Deceitful? Loyal? Treacherous? Et cetera.
- Why am I here?
- Read the plot and give your character reason(s) to wish to see it resolved. If you're in high school, give your character a motive to desire to pass the classes, form friendships, et cetera. Give them objectives. The more, the better.
- What can I do?
- If you're in a fantasy RP, can you wield magic? Healing? Sword and shield? Bow and arrows? Can you fight? Can you bribe? Wield skill sets to accomplish aforementioned objectives, or give your character the capacity to quickly gain the skills necessary to accomplish said aforementioned objectives.
An active player can create a passive character (who am I?), who, because of their past, must accomplish an objective related to the plot (why am I here?), which forces them to occasionally broach others. Through this, you can form relationships (
"I can accomplish things better with others than alone!") and cause the plot to progress by committing to actions due to their motivations.
In essence: A well written passive character can force themselves to break passivity if necessary to accomplish objectives, or the writer will thrust their passive character into situations that forces them to adjust and change reflective of the environment around them. Compare to a submissive player who
requires others to
force them to move, who doesn't push a plot forward themselves, who requires others to drag them, often
kicking and screaming, towards objectives.
Ergo why I teach
players, not
characters. If a player is submissive, and doesn't know how to act to push a story forward, I'll offer them suggestions. I'll collaborate with them and lead by example, show various ideas they could wield to their advantage to get things done. Passive characters in an environment inherently requiring cooperation to progress are intrinsically difficult to represent effectively by their own nature, and I don't mind helping people learn how to wield them effectively. However, if you want to role play...
You have to learn how to cooperate with others and pursue objectives on your own. If you can't do this, you're going to force others to
drag you like a dead weight, and that's not fun for anyone involved: It makes the submissive player feel useless, and the active player feel stressful.