Zelda Themelin
First Post
You might have ended up with wrong type of players for you. Ones that are used to different style of playing, of just prefer it. There are some good advice in this thread, but I and something.
I don't personally like games where I as player have to come up with plots. I have really bad experiences with dm:s who like me to do that, and then response uninterest4ed or twist my ideas into something that doesn't really intrest me at all.
I actually prefer some railroading. Or rather, I prefer plot and events and theme. Not pre-written what playres do, but how rest of the world is likely to tick unless interacted to change it.
I might like more freedom to just do whatever I want with responsive world, if responses weren't so damn buggy. That kinda worked better when I played still Runequest and Grorantha at brink of herowars. Which was theme that kinda spawned adventures.
Maybe try to run those players some dungeoncrawly module. Or create some adventure event that jumps on them. Very often players new to their characters/dm/world aren't that active (expect for certain style of playrs). Maybe they need some leading from noses until they pick up the pace. But if your players are into mundane playing and turtling you are in trouble. Those are worst kinda anti-adventure style players.
Hope you got some ideas.
I don't personally like games where I as player have to come up with plots. I have really bad experiences with dm:s who like me to do that, and then response uninterest4ed or twist my ideas into something that doesn't really intrest me at all.
I actually prefer some railroading. Or rather, I prefer plot and events and theme. Not pre-written what playres do, but how rest of the world is likely to tick unless interacted to change it.
I might like more freedom to just do whatever I want with responsive world, if responses weren't so damn buggy. That kinda worked better when I played still Runequest and Grorantha at brink of herowars. Which was theme that kinda spawned adventures.
Maybe try to run those players some dungeoncrawly module. Or create some adventure event that jumps on them. Very often players new to their characters/dm/world aren't that active (expect for certain style of playrs). Maybe they need some leading from noses until they pick up the pace. But if your players are into mundane playing and turtling you are in trouble. Those are worst kinda anti-adventure style players.
Hope you got some ideas.