GM Dilemma

Make the players take part in it. I find players get bored trying to do something all the time by what the DM creates, have something that allows them to make choices to get to somewhere, and make them choose and interact with the world more.

If they just want to watch TV via the DM then make them more involved through NPC intteraction. Some town gives them a farm or something for helping them, and they often hear about it and need to go check it out. If they don't when they return they may find it no longer there and wonder why.

Just tell them they neglected it.

So make them get more involved in the story, and find out what they want through having NPCs ask the characters.

IF they don't want to do anything but point-and-click play, then maybe one of them should try DMing.

Don't sacrifice your fun for their entertainment at your expense.
 

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If you have a good group I would recommend something else in addition to everything else that has been mentioned. Pick up a new game that is about 180 degrees away from what you normally play. If you play D&D then try Aces & Eights, Deadlands, Call of Cthulhu, or Dread. Pick something that is preferably rules-lite so you can start playing as fast as possible. Or say the hell with most of the rules and play more freeform.

Without being there it sounds like everyone is in a rut.
 

This has been a general observation that I've observed with more than one group of players over time. Also, in more recent times I've made it clear what kind of game I'd be running and what I expected from players, but usually that has been ignored. But you have a good point -- maybe asking players in advance what kind of a game they want might be helpful.

Most groups out there are of the casual variety and a gamers, inbetween games, do not tend to think much about it.

I've never really been able to get my group (15 yrs+) to contribute much, in the way of content, they have never complained of being bored or anything. I've just resigned myself to them not being as enthusiastic about DND as I am.

However, during game time it is important to have them interested and engaging, otherwise, I find, I get frustrated and lose interest myself.

- find out what your players want by asking, what they are interested in.
- try varied adventures, different settings, monsters and challenges (non combat, combat, social, puzzles) and keep note of the energy level at the table.
- Run a story hour in-between games. I find gmail great for this, it give a summery and you can also include some extra plot detail.

Also the 4e DMG is a great resource, whatever version of DND you run, it codifies everything about being a good DM.
 

While I am the primary DM for our group, we mix it up with other members sometimes taking the DMing reigns and also taking some weeks where we play board or card games. The breaks are good for everyone and the alternate games allow for all of us to level the playing field in regard to who is in charge or on the hot seat, depending on how it is viewed. It helps to get everyone in the frame of mind that we all contribute and it spills back over to the games when I am DMing.

This
 

Most things I would advice have already been told here, so I will only expand a little and clarify my viewpoint.

Asking about players' needs and expectations isn't restricted to how much of combat and intrigue they prefer. Of course, many players will be unable to answer all the questions that may help you, but even some answers will be very good. The players' preferences the GM should know are (from the top of my head):
- interaction with creatures (both social and combat) vs. interaction with environment (wilderness treks, dungeon crawls)
- building game world (requires a lot of player input and a flexible plot) vs. exploring game world (requires detailed preparation by GM)
- setting simulation vs. genre simulation vs. story focus
- sandbox game (requires descriptions of places and people or good improvisation; stagnates if players are passive) vs. predefined plot (requires preparing an interesting story; risk of railroading by GM or destroing the story by players)
- small scale (PCs may be heroes of their own story, but not famous and saving the world) vs. large scale (great power, great responsibility)
- casual vs. focusing on emotions vs. challenging characters vs. challenging players (by requiring logical reasoning, knowledge, system mastery or moral choices)
- gritty vs. no risk of death (that does not equal no risk of failure)
- "safe with what you have" vs. "loss of wealth, power and social position will happen sooner or later"
- GM fiat vs. detailed mechanics
- declarative style (players state what they want to do, GM describes) vs. descriptive style (players describe PCs' activities and, possibly, their consequences)

If your needs and players' needs are much different, it's best to take a break and pass GMint to someone else in the group. If they are similar, but are not satisfied by the current game - try to find a game that is well fitted to what you want to play. Do not be afraid to switch even if your group played the same game for years. Trying something new never hurts.
 

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