And like I said, I'm experiencing it right now... Getting players who have only played adventures where the story or plot is the driving factor (or where this is their expectation) takes effort to get them to switch over.
I mean you can think what you want but I'm experiencing it right now. My veteran players are pretty good at differentiating it (but it could be because I usually run this type of game)... my beginning players not so much. Just getting them to decide on a goal for their character necessitated alot of back and forth, explanation and suggestions...
I'm not thinking what I want, I'm only able to respond to what you share. I don't know anything about your game beyond what you tell me, and your previous post listed a few things very generally, and none of them sounded all that challenging to me.
You got a bit more specific with this response, so I have a clearer idea.
Then we moved into the... "well what do I do phase" AKA... the phase where I noticed the veteran players were advancing their goals while the beginning players weren't really doing anything except helping them... again discussion with new players so that they understood better that they needed to seek out information to achieve their goals and some ways they could go about that, a discussion with the veteran players to get them more onboard with helping the beginning players achieve their goals as opposed to only driving towards their own, and finally reminding all of them that exploration in and of itself (outside of immediate goals) could lead to new goals. And I honestly still feel like the new players are unsure at times about how to proceed but they are getting better.
So you have two groups of players with different levels of experience with your chosen style of game. Do you think that's more the issue than the lack of proactivity on the part of the newer group? Is it a case of them not being as interested in being proactive? Is that kind of self directed play with their own goals more your expectation for them or theirs?
I mean, whatever the situation, it sounds like the game is functional, and that everyone is involved, though perhaps in different ways.... so I'm not sure what the problem is.
Is the game not working due to this issue? Are you or other participants frustrated in some way?
I mean maybe this seems easy to you but I honestly think it would have been much easier if I had run a linear adventure where the overarching story gave them all a singular motivation, driver and reason to work together while limiting exploration opportunities out of the box.
EDIT: Yeah I'm having a hard time as I actually think about this and write this stuff categorizing the play of our game now as the same as when we played through the adventure in the starter set as an introduction... but I guess that's just me.
I actually find running the prewritten adventures to be tougher than my own stuff. Others likely would say I'm nuts... but I find it much easier to just make up stuff than to try to stick to something someone else already made up. I know that even when I'm using premade material, I'm free to go "off script", but just the existence of that premade stuff makes me second guess myself.