payn
Glory to Marik
I think having a campaign goal that requires action (and will decline with inaction) really helps. Something a little more sophisticated than a light purse. Though, I get you have been reluctant to look into political intrigue style games, so maybe the old ways are the best ways for you.That is why I think a sandbox game needs continuous resource depletion even when there's no obstacles. If the players are undecided and treading water trying to find new opportunities, tell them another month has passed and their purses are now considerably lighter.
Characters having no in-game motivation to leave safety and face danger is a big problem I used to struggle with for many years. Inaction must have a price.
See above. Also, I think the world should absolutely care what the players do and accomplish. If they are gaining things, then someone is losing. Eventually, they will make enemies (and allies) which will support future encounters and adventures.Yeah, that's the point. Key to running an open world campaign is to be disinterested in what the players do, what they accomplish, and what they finish. As I see it, the role of the GM as facilitator of the world and moderator of the group is to provide the players with help to get them going. Once they are going, they should be following their whims, not be expected to do whatever the GM things would make for a great story.
I think that's an error that a huge number of GMs are making. I so often see GMs complaining that their players are wandering off and spending ages on stuff that isn't supposed to be relevant to the campaign. But unless the players are endlessly debating in circles and never deciding on any course of action, that's exactly what a GM should want to see. Of all the terms for GMs, "Storyteller" is by far the worst one I've seen. That's a completely backwards approach to what the medium of RPGs is all about.