Hussar
Legend
It's probably a mistake to keep this thread alive, but nevertheless . . .
This thread has made me interested in what you mean by "story driven" or "non-status quo". And in particular, who drives the story - players or GM?
I've got a couple of players in my current group who seem to enjoy the story, and to enjoy the story elements that I (as GM) introduce into the game (history of wars/empires, demonic pacts that have turned on the civilizations that made them, useful fantasy tropes etc etc) but are not very quick to take up those elements themselves and make them their own. At least to me, it feels like they are (somewhat passively) waiting for me to insert more of that sort of stuff into the next adventure, so they can enjoy seeing the plot built up. I'd rather them participate a bit more in shaping the plot.
The raw material is there - one of the PCs is (as per the background written by the player) one of the last survivors of a city sacked by humanoids, and the other is a tiefling paladin of the Raven Queen. So I guess I'm looking for any ideas/experiences about how to tip the balance just a bit towards player protagonism - any techniques you think might work, ideas for encounters/situations that might bring to the surface this thematic stuff that's lurking just below it.
Honestly, for the last little while of GMing, I've been pretty ham fisted. I guess from my limited understanding of GNS theory, my games have been heavily narrative - play focuses on particular themes/concepts and the actual events of the game are somewhat secondary to that focus.
But, I know what you are saying. There are all sorts of players out there that want you to back up the plot wagon and spoon feed the plot to the players baby bird style and that's going too far IMO. I'm not 100% sure how to motivate players like this to be honest. But, there are a few ideas:
1. This has to be done during character generation. Do chargen as a group activity. No one comes to the table with a fully formed PC. You set things up so that each player gives you at least few ideas about where that character came from AND how that character relates to at least two other characters in the group. I've found that some players don't want to step up and push the party in one direction because they don't want to step on anyone else's toes. They have their goal, sure, but, so does everyone else, and no one's goals are really compatible or related. Make sure that the PC's goals, at least at the outset, are related to each other. This pushes the party forward since everyone is going in at least the same general direction.
2. Ground the players in the setting. Don't hand them a setting bible and expect them to read it. Make the setting matter in the game. Each session should hammer home some element of the setting. Do this enough times and the players start to get a sense of posibilities and might start being pro-active.
3. Let them succeed. Well, don't let them, but don't obstruct them every time they try to do something. If they want to buy an inn, don't make them jump through fifteen hoops to do so. They've shown some initiative, don't crush it by turning every little thing into an epic quest. If that means you wear kid gloves for a little while, so be it. Carrot and stick works best if you let them have the carrot first. (Then you can crush their dreams later for your edification.

That might help.