The short answer is yes. Here is the tangentially related answer that goes off on a long and winding road:
The game rules tighten up suddenly once you are in combat, and the world is suddenly divided into 6 second increments, initiative order, and a limited set of detailed actions that require a fair bit of dice rolling. Once combat ends, we go back to responding to the world as it comes, the ebb and flow of cause and effect. This part of the game is usually divided into two sections:
1. Social Encounters: interacting with the player characters (PCs - played by you guys) and non-player characters (NPCs- played by me) in the game. These are all about roleplaying, with some skill checks to resolve some interactions sometimes (such as determining if the the guard believe the lie you told about why you're asking for entry into a restricted area).
2. Exploration: the journey, which includes interacting with the physical world. It can include everything from navigating the wilderness, figuring out how to open a magically sealed door, to learning new lore about the world. These are often governed by skill checks, but offer lots of opportunity for role playing as well.
Mostly, social encounters and exploration bleed together into a continuous story that is punctuated by rules-heavy combat encounters, which are almost a game within a game. Different players enjoy different parts of the game. I know some players who find combat seriously boring and patiently wait until it's done so they can get back to the 'good stuff' like going to a masquerade ball or competing in a slam poetry contest. Others love combat above all else, and make characters that whoop ass left and right. When the party is at the masquerade ball, however, they might start yawning.
Hence, the DM's job is a constant balancing act, trying to give every player enough of their favourite parts of the game to keep everyone engaged and having fun. A big part of that is knowing what your players like, and that's pretty hard for me right now since all of you might not know what you like yet. So, I've planned for a variety of combat, exploration, and social encounters so that you all can see where you preferences are.
There is a great article about the 7 Player Types written by the amazing Robin D. Laws. Those types include: The Power Gamer, The Butt Kicker, The Tactician, The Specialist, The Method Actor, and the Casual Gamer. Usually a player falls under 2 or more categories. For example, when I am a player I am definitely a Tactician with a hint of Power Gamer and Method Actor thrown into the mix. Eventually I'll figure out where you all fit in (or maybe you'll figure it out first and tell me) and calibrate the game accordingly.