Similarly I had little idea that that proactive/reactive DMing stance effects the morality play of the game so heavily – there’s a reason old school D&D leans towards murder hoboism: bad guys (well, selfish/greedy characters) bring their own motivations into the sandbox, good guys need much more clearly outlined Bad Things Happening to be altruistic about, which requires a much heavier DM hand (which consequently affects play and, interestingly, may turn out to be MORE of an adversarial dynamic)