billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
Maybe. I honestly don't know what sort of players I have, but I know what sort of DM I am and there is a certain point where I will feel that I've dumbed this down to where I'm not going to enjoy it. My players aren't great Thespians, but there still has to be some RP in the game for my sake. My players aren't great tacticians, but there will still have to be some tactical problems presented the players for my sake (although I don't mind that their solution to most problems is Nelson's 'engage the enemy more closely'). My players aren't investigators, but I can't enjoy running a game where the gamist tropes are as blatant as World of Warcraft and the plot and party is on rails.
To echo a bunch of other posters, I think that if you don't know what sort of players you've got, you're just going to have to sit down with them and ask them what they want out of the game, tell them what you want out of it, and see if you can reach some common understanding and method to get there. It certainly sounds like they're not the kind of players you want... yet.
I guess at this point that I'm going to have to invent some more puzzle pieces and drop them in the players lap. But my problem is beginning to feel like, you can give players puzzle pieces, but you can't actually make them put them together. I could have NPCs put the puzzle pieces together, but that would risk deprotagonizing the players.
Frankly, I doubt this would help. They're not responding to the teaching methods you've been using so far. They probably need things to be taught more explicitly or they need an example. Consider recruiting a ringer - a player who knows what you're looking for as a player and who can demonstrate for them the value of consulting sage NPCs, of following up leads in an intelligent manner rather than using brute force (a method they probably learned from computer games). Maybe make them watch the first few episodes of Torchwood so they can learn from Gwen Cooper.