James the Newbie
First Post
I am trying to DM, and I will be the first to admit im not the best at it. But I am struggling as my players are very much taking the view
"Screw the plot, lets go kill things" From the group mage. So I thought fair enough, I will tend to the groups need's like a DM should. So I set up a nice big cave for them to kill things in, not quite as fun as running a proper plot, but not bad.
This is when my players decided "Lets leave this dungeon I dont trust that corner" letting them have many many small encounters, and then resting. This of course lets them level up, but there is no story nor heroism, and my characters seem to enjoy becoming highway men, and just looting gold in general.
Other times one person goes through, and because there is a danger, the others wont follow, the lack of team work tends to cause this one player (I like how he is the one who tends to take risks) to be mauled horrifically by an encounter the group could easily defeat.
How far do you think that I may not be creating engaging enough plots (The current one, that I actually managed to make them run through, is hunting a necromancer, we just started a new campaign). And how far could it be that I need to sit down and talk with my players?
I very much want to take the view 'your character is your own, take your own routs' but this is becoming slightly un-fun for me. My current way of dealing with it, is to not give them access to the gear and gold that they would otherwise get, if they dont get to the end of a boss dungeon of their choice, I have also started listing general quests that they want to take, but this just feels like rail roading and I dont want to keep that up.
The issue with this group is overall, that if I wanted to make a town under threat from a goblin chief or some such thing, my party would be the sort to go "Hmmm sounds do dangerous" which makes me almost question the point of DMing.
I would really appreciate any tips on how to make players feel more engaged, as I don't think that it is necessarily them, but maybe the way I'm running the plot.
"Screw the plot, lets go kill things" From the group mage. So I thought fair enough, I will tend to the groups need's like a DM should. So I set up a nice big cave for them to kill things in, not quite as fun as running a proper plot, but not bad.
This is when my players decided "Lets leave this dungeon I dont trust that corner" letting them have many many small encounters, and then resting. This of course lets them level up, but there is no story nor heroism, and my characters seem to enjoy becoming highway men, and just looting gold in general.
Other times one person goes through, and because there is a danger, the others wont follow, the lack of team work tends to cause this one player (I like how he is the one who tends to take risks) to be mauled horrifically by an encounter the group could easily defeat.
How far do you think that I may not be creating engaging enough plots (The current one, that I actually managed to make them run through, is hunting a necromancer, we just started a new campaign). And how far could it be that I need to sit down and talk with my players?
I very much want to take the view 'your character is your own, take your own routs' but this is becoming slightly un-fun for me. My current way of dealing with it, is to not give them access to the gear and gold that they would otherwise get, if they dont get to the end of a boss dungeon of their choice, I have also started listing general quests that they want to take, but this just feels like rail roading and I dont want to keep that up.
The issue with this group is overall, that if I wanted to make a town under threat from a goblin chief or some such thing, my party would be the sort to go "Hmmm sounds do dangerous" which makes me almost question the point of DMing.
I would really appreciate any tips on how to make players feel more engaged, as I don't think that it is necessarily them, but maybe the way I'm running the plot.