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6/29/2025, 5:36:50 AM
>>95961016
You have failed at one of the most fundamental requirements of running a game. Asking your players what they want out of a game and what keeps their interest. If I've been playing with a group long enough I generally know what each person likes but if I'm unfamiliar when I run session zero one of the first things I do is ask each person those questions. Even if they've never played a TTRPG before you can ask tangentially related questions; what movies, written works etc are they keen on? What sort of stuff do they look forward to watching/reading/engaging with?
Once you have the individual players' list of desirable things you then ask all the players as a group whether they had decided what sort of game they want to be a part of. I wouldn't sit down at the table and tell all my players that I'm running an extremely narrative heavy politically motivated game without finding out if they're even going to give a shit.
If you put your players into a sandbox game and you don't know what the fuck they care about how can you possibly expect to figure out ways to make them engage with the world you've shanghai'd them into?
TL;DR talk to your players and find out what they like. Maybe ask if there's a reason they're so averse to engaging with the world beyond you failing to present them with things they personally find interesting.
If your players still persist despite the above then you're SOL. Tag out and have someone else run some games for a bit or consider just not running sandbox games and instead give them structured campaigns.
You have failed at one of the most fundamental requirements of running a game. Asking your players what they want out of a game and what keeps their interest. If I've been playing with a group long enough I generally know what each person likes but if I'm unfamiliar when I run session zero one of the first things I do is ask each person those questions. Even if they've never played a TTRPG before you can ask tangentially related questions; what movies, written works etc are they keen on? What sort of stuff do they look forward to watching/reading/engaging with?
Once you have the individual players' list of desirable things you then ask all the players as a group whether they had decided what sort of game they want to be a part of. I wouldn't sit down at the table and tell all my players that I'm running an extremely narrative heavy politically motivated game without finding out if they're even going to give a shit.
If you put your players into a sandbox game and you don't know what the fuck they care about how can you possibly expect to figure out ways to make them engage with the world you've shanghai'd them into?
TL;DR talk to your players and find out what they like. Maybe ask if there's a reason they're so averse to engaging with the world beyond you failing to present them with things they personally find interesting.
If your players still persist despite the above then you're SOL. Tag out and have someone else run some games for a bit or consider just not running sandbox games and instead give them structured campaigns.
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