Your roles and decisions are just as important as the material that the GMs provide. You determine your character's traits and motivations beforehand, and then react to the events based upon how you, the player, think your character would act. For the players, a Quest event is an exercise in improvisational theater. Your actions as players, and your responses to the setting and the events, determine what happens and how the story ends. There are no seats and no stage, to segregate the people involved.
Every participant interacts with everyone else.
To these theatrical elements, Quest adds a system for modeling conflicts, since no drama would be complete without obstacles. We use a system that simulates forms of conflict without real dangers. For instance, since our events take place in a roughly medieval world, our armed conflict uses swords. If two characters come to blows, they can face off in combat. But we use foam padded swords, so that there is no real risk.