To start with, I'm the GM in this situation.
My group wanted to play a mystery/story-based game with a different flavor of the usual D&D campaign we've been playing for the past two years. We started a big mystery/political intrigue campaign using a fairly complex system ("The Enemy Within" using WFRP 4e).
So we had a fair bit of trouble getting the system to work on Roll20 and moved to Foundry and have been adjusting to that AI. Then we had trouble making characters they enjoyed playing, and had to use two of our short sessions (around 2 hours each) to make new characters. And then the players complained that their characters were poor (which is sort of built-in to the setting), and that there's not a lot of combat (which is built into the system), and that there's a confusing mystery and they don't know how to proceed (which is the point of the adventure).
At the end of each session, after they complain about their frustration with the above issues, I reinforce these points: I am there to make sure all of us have fun. The most important thing is that we all have a good time. If they are not having fun, then we can alter the game or even play something different.
I can tell that they aren't motivated when we play. If they are going to take an action, I have to be the one to suggest it, otherwise they are just sort of lost or indecisive. They also don't remember key details from session-to-session, showing me that they aren't invested enough in the mystery to take notes.
I can't help but think we'd be having a better time doing something else. In this case, would you put your foot down and say you want to run another game once we get to a good stopping point (probably in 1 or 2 sessions anyway)? Would you let them keep playing it this way, being frustrated? Would you try to do even less hand-holding and just let them fail?
My group wanted to play a mystery/story-based game with a different flavor of the usual D&D campaign we've been playing for the past two years. We started a big mystery/political intrigue campaign using a fairly complex system ("The Enemy Within" using WFRP 4e).
So we had a fair bit of trouble getting the system to work on Roll20 and moved to Foundry and have been adjusting to that AI. Then we had trouble making characters they enjoyed playing, and had to use two of our short sessions (around 2 hours each) to make new characters. And then the players complained that their characters were poor (which is sort of built-in to the setting), and that there's not a lot of combat (which is built into the system), and that there's a confusing mystery and they don't know how to proceed (which is the point of the adventure).
At the end of each session, after they complain about their frustration with the above issues, I reinforce these points: I am there to make sure all of us have fun. The most important thing is that we all have a good time. If they are not having fun, then we can alter the game or even play something different.
I can tell that they aren't motivated when we play. If they are going to take an action, I have to be the one to suggest it, otherwise they are just sort of lost or indecisive. They also don't remember key details from session-to-session, showing me that they aren't invested enough in the mystery to take notes.
I can't help but think we'd be having a better time doing something else. In this case, would you put your foot down and say you want to run another game once we get to a good stopping point (probably in 1 or 2 sessions anyway)? Would you let them keep playing it this way, being frustrated? Would you try to do even less hand-holding and just let them fail?