With proactive roleplaying, GMs give over the narrative to the players. They imbue their characters with goals and desires, wants and needs, and then let them make the decisions about how to achieve those things. It’s no longer up to the GM to provide the entertainment. The characters choose what to do to achieve their goals, and the GM is the one reacting to their choices. Every conflict and “adventure” a character goes on is in service to their goal, rather than the typical “random bad guy of the week” adventure.
The Game Master’s Handbook of Proactive Roleplaying gives GMs and players all of the information they need to play their favorite 5E TTRPG in their favorite settings, while transforming their games from reactive and restrictive to proactive, unbounded, player-driven narratives.

