Help jump-starting a stalled game?

Jeff Wilder

First Post
I DM an Eberron campaign that is currently 11th to 12th level. Up through 10th level or so, I was using mostly published adventures, and adding hooks to strongly motivate my players. I'm a big believer in making sure players have goals or avenues of information. Unfortunately, this has recently backfired a little.

As I've moved away from published adventures and morphed my campaign into a more "sandbox" style, my players have begun floundering a little. There are several hooks and loose ends from the campaign history, and they've been generally working on one -- for those familiar with Eberron, they're trying to completely wipe out Daask -- but more narrowly speaking, they keep waiting for me to drop "the next step" in their laps.

They don't take prisoners to question. They don't negotiate with enemies or use trickery or deception. They seem to have lost the ability to do anything -- or even want to do anything -- but head into encounters, kill the bad guys, and wait for me to set up the next encounters. In the last adventure, they actively destroyed the major link toward their goal, without even really considering the consequences of what they were doing. Their idea of seeking information is heading to <insert random area of Sharn> and making a Gather Information check.

Like I said, I've seen this building for a few levels, but it's reached the point where it's impacting their enjoyment as well. (I don't think they quite understand the foundation of the problem, but just rather sense it as, like I said above, a floundering ... unsureness of where to go and what to do.)

Again, this is my fault: during the first 80 percent of the campaign, I always laid out the hooks and made them very strong and very visible. But I've been very, very clear that decisions as to what they do and how they proceed will be up to them, through the campaign's finale. And they seem to be okay with that, in theory, but it practice it's led to a stalled game.

I'm just wondering what else I can do about this. I realize my description of the problem, though wordy, is a little vague, but I figured I'd ask anyway. Any advice?

If it comes down to it, I can go back to just force-feeding them clues, no matter how often they ignore them. It's not very satisfying for me at this point, but the campaign will be wrapping up in three or four levels, so I could stomach it for that long.

What else can I try?
 

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Are there any old enemies or unresolved questions from their former adventures? Then you might throw these things at them, seemingly at random. Just make sure that they can connect these encounters to their old adventures.

Add the same trinket/token/symbol appearing at the scenes. This would fill their desire for obviousness. :)

The goal is to trigger some discussion among the players as to what might be the reason for these encounters. Listen to these discussions and construct the background from that information.
 

I think the first thing you probably need to do is have an out of game chat with them. Try to have a frank and honest discussion about what their expectations and desires are as players and yours as GM.

I've sometimes struggled for way too long trying different things as a GM when I could have just asked the players what they wanted and they'd have told me.
 

So, the party have reached the end of the ghost train railroad and emerged blinking into the sunlight... and are suddenly lost without the rails to guide them.

I think this was possibly not the best of strategies, to get them comfortable on the rails, then remove the railroad. What I'd suggest is to restore an element of choice by presenting them with 2 or more clearly marked possibilities, paths to go down - if they take path 1, they may not be able to take path 2. Or it may circle around. At least they're making a decision.

As far as failure to investigate goes, this should be self correcting. Reward any attempts to investigate; if they don't bother, then let the chips lie where they fall.
 

I'm with Rel on this. Talk to your players outside the game. It really looks like the problem is the campaign is moving towards a style the players don't enjoy. Ask them if that's true, then discuss how to proceed with the campaign.

I've never been a fan of using in-game instruments to solve what are fundamentally metagame problems (like a disagreement over a shift in overall campaign playstyle or tone). It's inefficient and doesn't address the problem directly. It's a little like practicing veterinary medicine on people. With a person, why not just ask them where it hurts?
 
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They find a note, dropped by an enemy during the chaos of an encounter. It details something happening next, or it is a list of targets (and so they have several plot hooks to go after, kind of like a check list).
 


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