This is probably more of a general gaming topic, but it happened to me most recently in this game so I thought I would get your thoughts. I am primarily a sandbox GM. I don't like to railroad or force actions. I generally improvise but along the lines of a general main hook while also trying to spin at least two other side hooks.
Recently for a whole short campaign, that I ended early, the players consistently tried to avoid danger of any kind.
At first I thought it was charming when they thought through every move and tried to come up with smart plans for operating, but then I began to realize that they were avoiding nearly every hook. This was actually an Age of Rebellion game but that forum lacks a GM tab. Anyway they actually failed missions for the Rebellion because they would not engage, and kept getting like half the job done. They were boring the **** out of me with this as I watched them fail to do anything interesting even when I let them completely lead the action and story.
I stopped the game at least twice to have a talk with them about this, and I constantly harped on it out of session, but they seemed unable to actually engage in adventure.
"I'm not against you guys ok, I'm not trying to kill you if you don't outsmart me. This is about creating a story with random elements, not about pure survival."
As they were not my normal group I probed a bit and found out that they had been terrorized by a killer GM. We talked about that, and I explained that I am not him, and that they really should try to actually allow some tension to enter the game by just going for the objective. I told them I didn't expect them to be foolhardy or berserkers, but they were acting like insurance adjusters or helicopter moms for their characters.
I have had this problem to a lesser scale in the past, but I have never before encountered players who seemed to be unable to drop this defensive stance. My first three sessions I sensed this and really tried to reassure them by not threatening them much at all. I did kick out one of their normal groupmates because he seemed to be leading the risk averse behavior, and actually displayed anger toward me when something in one of their plans went wrong. To me that is aplayer trying to coerce me to not have danger and risk, so among his other party fouls that was the last straw, and he got /ignored and sent home.
So given this vignette, what sort of feedback can you guys give me about this situation? Have you had this problem, and if so how did you get a normal game where the characters act like adventure heroes, not meek personalities who try to go from one safe activity to the next?