Do My Players Need a Heavy-Handed DM?

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Help!

I'm a DM whose run a successful and complete 3 year campaign with a good group of players. I've since created a sequel campaign with the same players. However something is markedly different from that campaign to this, a combination of change of system, change of story and maybe even lingering attachment to the old characters (who my players are now playing the children of). They seem lost, like they have no real motivation beyond an obvious quest of getting home (They were kidnapped at the onset of the campaign and trapped in a xenophobic kingdom). I'm not sure they still trust in the story, or know if there even is one, and I wonder if it's beginning to show through them. They're nice, supportive people, but I do want them to have as much fun as possible. When I question them on if they're having fun or not, they all say yes and say not to worry. Even still, a DM can sort of sense unmet expectations, even through the internet (we play online) which is what I think I'm feeling here.

Last campaign (3.5e) the BBEG was revealed very early, and her lieutenants and minions and army were clear villains from level 2 on. There was a powerful, though obvious, drive forward, as the characters fought and struggled their way up through the ranks and to the top.

This campaign (4e), the early heroic tier (Level 1-4) has been much more of a sandbox feel with the beginnings of plots still developing and no set one big evil guy. They're main objective is to escape this xenophobic kingdom they've been trapped in, while also picking up clues on who kidnapped them along the way. They've also accidentally uncovered a terrorist network of drow and evil races about to launch major actions against this kingdom they're in, and they also stumbled on a cult of some fey god. They've even taken a Feywild romp, fought gnolls and demons in efforts to save some gnomes, and discovered a powerful demon artifact they need to deal with. So I mean I think there are plots enough there in, yet still I get a sense that the group doesn't feel the brevity or the options there in.

I'm posting to ask if it's viable to actually inject some more obvious, long-lasting plots and throw off the larger freedom of choice I thought I had going. Would you recommend it? It's a big switch from where I had intended to take things, which is more player driven, but I'm wondering if they need this sort of BBEG from beginning to end, even at the risk of seeming redundant plot wise between the two campaigns and heavy-handed by me.
 

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I'd actually recommend talking to your players, not so much about whether they're having fun or not but whether they prefer clear objectives and an obvious large overarching plot as opposed to the more sandbox feel that you currently have going on. And make your decision based on their responses.

I should also note that sometimes a DM may see problems and a lack of motivation/enjoyment where the players are actually experiencing none, so it's a good idea to keep that in mind.
 

even with a sandbox, it helps to have some sort of goal/quest that is a default obvious goal when they don't have something else to go after.
since they do seem aimless right now, I'd suggest either tossing in a BBEG like you mention OR maybe just a miniboss, someone for them to work towards for a couple levels. it won't have the lasting effect of a bbeg, but it is the same basic concept for a miniarc to see if it gets more motivation from the players. if it seems to work for the game, then consider having another one later or a BBEG, etc. OR on the way to the miniboss is where you can plant seeds for more quests, one that might possibly grab the players attention more than others for them to pick up their own direction.
 

I appreciate the advise shil and fba.

I think the idea of meaningful minibosses is a good one. They're in the process of taking down a miniboss demon, but its all part of a side quest they opted for, so it bares little effect on their stories personally.

I think I'm going to strengthen and expand upon the getting home quest and add a more meaningful miniboss, basically someone actively trying to stop the characters from escaping the kingdom.

I had introduced an evil travelling circus as their original kidnappers, working for a guy mentioned once, so why not have the circusfolk continue to harry the group all the way out, with their ringleader as the heroic-tier miniboss, and then their employer the next sort of miniboss.

Yeah, I think I'm going to do that. Leave it sandbox-like, but definitely inject a skeleton to support the main goals. Thanks.
 

yeah, when they 'take care of the miniboss' and go through his (or her!) stuff, then maybe have some clue or connection to something else - working for someone else may be a little obvious, but perhaps someone he was working with, or even people working _for_ him in other areas and the PCs might want to try and stop them before they continue their work (whatever the nature of the miniboss' plans were).
 

Yeah, I think I'm going to do that. Leave it sandbox-like, but definitely inject a skeleton to support the main goals. Thanks.

All my games are sandbox-y. I like the players to make their own decisions. Of course there is an eventual plot that's going to take them in my direction, but besides that they are free.

It is fun however, to take them outta the sandbox where they feel safe and familiar. Then when they get back, it is appreciated all the more. Examples for getting them out: time travel, different worlds/dimension, a far off part of the world where teleportation does not function. If they are low level, just put them on a boat for a session or two (not too many b/c boat missions suck).

I have a lot of fun taking everything the players know and are used to, and flipping it so they are lost and confused. Good way of keeping them on their toes.
 

You should inject some of what worked last time to what your doing now, maybe bring back freinds enmies or shadowy characters from the last one?
 

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