It has come to my attention recently that my campaign might be weighing down a bit on my players. A pair of them are frustrated with how events have gone in the story for their characters (got explosive collars for doing heretical things while working for a puritan inquisitor). It doesn't help that another of the players has recently recieved a power boost, and for story reasons is carrying the switches to the collars. Then another pair of my players are having problems because they're tuned to spontenaity and not having to think too much about what to do next. Essentially they're used to open-ended campaigns made up on the fly. My last player has no problems with how I run things (he being the one holding the switches) but does sympathise with the others.
If you were to compare GMing style to video games, I run my campaigns more akin to say the Final Fantasy series as opposed to the Elder Scrolls series. That is to say, where-as my players aren't necessarilly free to run about willy-nilly doing as they please (they see their inquisitor quite often actually) I run them through an epic story arc that builds on their backgrounds, and changes according to their actions. It could not, however, be described as open ended. It is a story telling experience after all, and I tell a great story. It is my strength as a writer afterall.
Anyway, I've talked to the players to ask what they would like to see more of in the campaign and my GMing style, as I do from time to time. From their responses I decided that I'd like the next couple of sessions to be more open ended. Though the scope of the campaign is quite large (a crusade to retake a sub-sector from the Tyranids), their next stop will be something rather large, but still well contained. They're going to be investigating an Emperor Class vessel that was once at the command of a powerful inquisitor (now KIA from crusade). I feel the ship will be large enough to allow the players some breathing room to flex their muscles a bit, yet contained enough that anything that occures will mainly only affect their storyline.
The thing is I need some help, even just tips would be appreciated, for open ended role-play. I'm not very good at coming up with developements from scratch. Im the type of GM who makes up extensive notes before the session. I mean I improvise stuff often, you can't GM without it, but nothing ever completely open. So, if you're willing I'd appreciate some help. I intend on organizing the situation on board the vessel, then dropping the PCs in to do as they see fit. If you're willing to help, I'll be making a second post for this thread with story details. For those of you who don't, you can stop reading here (of you haven't already) or I'd also accept ideas for developements, as I have a slightly horror vibe for this session.