In my limited experience, the GM provides a story to the players, and their "main" characters mostly react to the environment. Having a look at a couple of random highly-voted (and IMO high-quality) answers on this site, confirms the same impression: > [As a GM, it is your job to create an enjoyable game.][1] > > [one of the great strengths of role playing games is the fact that the players can actually influence the story][2] --- I was going to ask a question on Writers.SE about plot writing for one-offs, but something was not right. The question was coming out clumsy. A similar question to mine was [answered](https://writers.stackexchange.com/a/4267/3852) that the **main character** should experience: > Conflict, Rising action, Climax, Denouement. No subplots, not many secondary characters. So I attempted to explain that in RPG we have several equally-important main characters that drive the plot. Wait, NO. The GM drives the plot! So what it main about the main characters? --- I have heard about [narrative-heavy][3] games, but never been exposed to one, nor do I see many question on this site about such. *Why are RPG plots/scripts different that those of a book or a movie - in the aspect that not the main character(s) create the story, but the environment around them?* --- Thank you everyone for the wonderful answers. Here are my personal conclusions: - Speak with future players/DMs if they too like sandbox play with elements of drama (failing that, sit at home and play Skyrim). - Try different systems. Try FATE. - Play with people with imagination, who enjoy using it. [1]: https://rpg.stackexchange.com/a/29486/3502 [2]: https://rpg.stackexchange.com/a/29465/3502 [3]: http://en.wikipedia.org/wiki/GNS_Theory