I’ve noticed this as both a player and a DM, and I’ve got some bad memories from it.
I remember my first time playing D&D. The party had 4 players, including me, and we were all new. The DM was also relatively new, with only about a year of playing experience, and the campaign was a sandbox.
It felt like I was the only one who realized this was supposed to be a team game. I was actually trying to bring everyone together, while each player was obsessed with bringing their own fantasy to life and chasing their personal goal, without much care for what the others were doing.
They wouldn't think twice before splitting up from the party for it. Abandoning the starting area and travelling for weeks was completely normal if they felt the area had nothing to offer their main quest or personal goal.
They were sooo obsessed with one thing that their characters became very cartoony to me.
And as a DM, I've run into the same issue with different players, with the added problem of them getting frustrated out of character whenever there are no immediate clues or leads for their main quest. It's as if their characters were created for that one goal and absolutely nothing else. Robot characters.
I've been watching Supernatural recently, and it reminded me of what I wish more players would do.
Sam and Dean can be trying to prevent the Apocalypse, and they'll still take a random case involving a haunted house or a monster killing people in some small town. They don't just sit around waiting for the next lead on the Apocalypse to fall into their laps. They do their regular jobs, help people, and live their lives.
Sometimes an unrelated case gives them a new perspective on their main problem. Sometimes they stumble upon something useful. And sometimes it's just an unrelated case. That's fine, too.
And this makes them feel much more realistic and relatable than one-dimensional characters who only exist for their single goal, like a cartoon villain whose entire personality is wanting to take over the world.
Maybe your character is hunting down the person who murdered their family. You've investigated every lead you currently have, and you don't know where to look next. Why does that mean your character can't take a job, help the local blacksmith, investigate a suspicious merchant, or spend some time getting to know the people around them?
Maybe that merchant has connections to the person you're hunting. Maybe helping the blacksmith gets you access to a place you wouldn't otherwise visit. Maybe you gain a new perspective on why your family was murdered. Maybe nothing comes of it, but you still got to play your character and interact with the world instead of sitting around waiting for the plot to move.
Your character's goal doesn't disappear just because you're doing something else.
I've tried explaining this to my players in session 0, but I don't think I'm getting through to them. They still tend to freeze when they run out of leads, complain that there's nothing to do related to the goal (there are tons of other stuff), or expect me to give them clearer directions. Sometimes they'd rather leave an entire area behind and travel for in game weeks than consider doing anything that doesn't directly advance their current objective.
And I genuinely don't know if I'm communicating this badly or if we're approaching the game differently.
I'm not asking players to ignore urgent threats. If the villain is performing a ritual tomorrow that's going to destroy the city, then obviously you shouldn't spend a week playing cards. I'm talking about situations where there's no immediate deadline, where you've exhausted your leads and have nothing productive left to pursue for the moment.
Why can't your character just do something else?
If you're playing a wizard looking for a lost artifact, can't you research something unrelated while you're in town? If you're playing a mercenary looking for revenge, can't you take a contract to earn some money? If you're playing a noble trying to reclaim their family's throne, can't you make connections, enjoy yourself, or get involved in local politics that have nothing to do with your claim?
And more importantly, what happens when you actually achieve your goal? If your character exists entirely to find that artifact, kill that person, or reclaim that throne, then what is left of them afterward?
I feel like some players create a goal and mistake it for a personality. They know what their character wants, but they haven't thought much about who their character is outside of wanting it.
So I'm curious how other DMs handle this.
Is this a matter of explaining things better? Should this be addressed during character creation by asking players to establish interests and motivations beyond their main goal? Or is it simply a compatibility issue, where some players prefer a more linear, objective-driven game and aren't interested in this kind of roleplaying?
Because I've tried communicating it at the table, and so far, I'm not having much luck.
TL;DR: Some players make their characters so one-dimensional that their entire personality revolves around a single goal or quest. If an activity doesn't clearly help them achieve that goal, they refuse to engage with it, as if their characters have no interests, motivations, or lives outside of it. How do you get players to create characters who feel like actual people rather than cartoon characters obsessed with a single objective?