Oh. There's a discussion going on about this thing again. I guess I can
ferret out a satisfactory answer for everyone by killing the extremes and making a couple of clear distinctions: Because clarity and concessions tends to resolve things like magic.
I have a guide about post construction you can read in more detail
here. It's about the
action-reaction wheel and details how posts progress a role play, and the basic components that comprise them. The reason I'm linking this is because it'll clarify
precisely why passivity is a bad position to hold as the default.
Actions and reactions are vital to the progression of a story: Without actions and reactions, nothing physically happens in the story. In short, if a person posts without acting in the story, there is nothing to react to, and thus the post has no meaning. Enough of these back to back will make it more difficult for others to post in a coherent fashion, and then kill a role play with due haste.
Active players provide
actions which progress a story.
Passive players
do not provide
actions which, after a repeated number of events, results in one player having to carry a massive burden, or kills the story outright. This is especially true of 1x1's:
Both players need to contribute and cooperate, or the story will die unless one person is willing to carry the weight of the entire story on their spine.
This, however, is strictly speaking from a black and white point of view: That a player is
always active, that a player is always
passive, that it does not vary based on situation or characters. It's a false dichotomy, so arguing from the point of pure black and pure white is silly. Where appropriate, passivity can actually be beneficial to a scene, for example: Allowing one person to lead the charge into a room while a couple others watch his back and keep him safe from flanking attacks by following in behind. The active player is leading the scene, the passive players are following up and contributing. Or, as it works out...
Player A
commits to an action, Player B
reacts to that action and provides a new action, Player A
reacts to that action and provides a new action, Player B
reacts to that action and provides a new action...
In this case, the more
passive state is to explicitly wait for another player to act, and then react and follow them up directly with an action of your own.
The default stance a player should hold is the
active stance, but if someone else has acted before you, then taking the more
passive behaviour of following and supporting them is acceptable as it can still, easily, further the action-reaction wheel. Thus, it keeps the role play going.
However, if no player has acted before you, and you choose to contribute no action whatsoever,
you are killing the scene. You cannot always remain in the passive state:
There will be events where your character needs to have independent motive and actions, such as when they're alone, or if they end up the centre of attention as the result of a plot point. If your character fails to behave in the active state in these instances, regardless of their nature, they're
breaking the action-reaction wheel, which then forces added weight on the next person to make up for your failure to progress the scene.
Role plays are interactive by nature. Always waiting for others to push you forward is the
antithesis to this core concept, and so even if you are passive by nature (as a result of your character, or by your personal nature) you need to learn how to push scenes forward where necessary. If it would honestly go against your character to lead the way, there are of course other options...
- Use dialogue to ask another player character in the room (perhaps any/all of them) to lead the way instead, with the promise that you'll follow and help them. This provides an action for others to react towards, which starts the cycle and allows you to fall into your more comfortable passive state in the next round of posts.
- Ask the GM to force a scene change. This is referred to as railroading. When the GM forces player progression through numerous possible means, including but not limited to: NPC's, Forcing player characters to move, skipping ahead in the timeline, resetting a scene, et cetera.
- [If a 1x1] Ask your partner for help. Healthy communication from a passive player is key to implying what it is you want to see get done, without having to force the scene yourself if you're not comfortable with that.
At the end of the day, you can summarize it as thus: Passivity, while not inherently a bad quality, is not a desirable default position to hold, due to it forcing the workload of leading explicitly and exclusively on others. It's fine to have passive characters, or even to be passive by nature, so long as you're aware that you
need to be able to defy this characteristic when necessary to advance a scene should you be in the best position to do so. Otherwise, you're not doing yourself or anyone else any favours by having to carry you like dead weight across the carrion field.
Grow, learn, achieve greater things, expand your toolbox. Don't be that guy who only makes a single character across every single RP they ever touch, who is a static, unchanging brick.