Oh, I think we should hold ourselves to a high bar. Learning from our mistakes, and others and trying to improve upon them, inching closer to perfection, is the only way we get better. Which isn't to say we should demonize people who fail, but the goal should be set high. And as mentioned in point #4, I do think game design has as much a hand in "player commitment" as the players themselves. If the game is well-made and well-run you'll create
player commitment. Half the players in my current game dropped out after one or two posts, and it's all on me: I didn't give them that beginning push you talk about, I expected them to create their own plot without any warm-up. The ones currently active are those who I quickly got involved with my characters. I could bemoan their lack of initiative or commitment, but really, it's a design note for the next game.
Sentios wrote: I do think it's a cultural thing but I think it has more to do with the community rules. It seems like a negative development emerged from having respect for the other peoples' ideas, so people won't alter in it any more than they would another player's character.
Mmm, yes, indeed. I have something of a beef with the "no-godmodding" rule. I can totally understand why it exist, with immature players and no resolution system, it's chaos. But it also promotes helplessness, timidness for the player, the idea that they can't control anything beyond their character. That only the GM has the right to godmod, and you should respect his glorious plot and setting.
First being if the player felt up to directing a plot themselves and had the creative spark neccessary, they probably would have just started their own RP instead of joining yours.
At the very least, this isn't true in tabletop. There's still a world of difference between being a GM who can handle some responsibilities and a firm idea for the game, and a player that has the right to add to and modify that idea. I have players who hate being GM, but love to have agency in the story. I don't think it's different here, but it's true you still need a creative spark. Personally, I see roleplaying as an inherently creative activity, and I'm not terribly interested in any game that doesn't encourage that, but I guess most players don't share that view and is just as interested in just being "along for the ride". "Roleplaying as collaboratory storytelling" is a bit of a learned taste, it's not why most people join the hobby.