Karma Kollapse said:
Our group is now two sessions into this campaign and I must admit I'm frustrated with it, and my players are rather lost.
The first part of Book 1 seems broken up as follows:
1. The players are looking into the disappearances of various people.
2. Black Cowl is making moves.
3. Eventually, Curd Weiss will show up and try and get the players to investigate something completely different.
It strikes me that 1 and 2 are nothing but setting the scene and the players really don't need to be involved in either.
…
3 is where the players will eventually get properly involved in the plot (sort of), but the whole thread comes from out of nowhere.
There are definitely opportunities for the PCs to interfere with 1 & 2 on your list. Saving Starke's family from the fire would be a big one. They don't have to just be passive events happening in the background for color. If you have access to the Criminal Empire conspiracy card (I don't remember which boxed set it came from), I would use Valvorik's excellent idea of having the campaign start with the Agenda tracker on that card already being a little more than half way completed. Every time something bad happens that consolidates the Black Cowl's power, make a point of adjusting that tracker closer to completion. If the players save one of his victims or disrupt his plans in some way, either reduce the Criminal Empire's Stability rating or set their Agenda back a space. This lets you give the PCs something to do, and lets them see whether or not they're making progress. If the Agenda tracker starts getting really close to done, it may motivate the players to strike out against the Black Cowl's operation. Dominating the local underworld is just a means to an ends for the Cowl. He needs money, and he needs something to provide a little cover for the Skaven plot. So the PCs can totally destroy his criminal enforcers and empire without it crippling the plot. If you do get to the end of the Agenda track before chapter 2 starts, you'll want to come up with some consequence (ie: a benefit for the bad guys) to make it sting a little. If they do enough damage to the Stability, there are mechanical penalties that get applied to the badguys. Given that much of what the Black Cowl is arranging happens off-camera and out-of-town, you can let them trash his local resources without it ruining the big picture. If you don't have the Criminal Empire card, just improvise your own tracker with events and benefits on it.
It will also help a lot if you give the PCs some badguys to act against. In Valvorik's excellent write-up, he introduces Bischoff, the Black Cowl's enforcer. In my campaign, In my campaign, I have two NPCs (his Bischoff + an NPC my players added in their backstory) doing his dirty work. (One as the obvious face of the Criminal Empire, the other doing more behind-the-scenes work that the Skaven can't or won't.) This helps make the Cowl's advances more personal, and also gives the PCs somewhere to start when they want to strike out against him. Make sure this Luitenant to the Cowl has only limited knowledge of the overall plot, so the PCs can't just torture him to derail everything. You want them to be able to make short-term gains (stop, arrest, or kill a minor badguy, destabilize the criminal network, etc), but not put the breaks on the whole plot.
As for #3 … For starters, unless your whole group chose Affluent, money should be a motivator. The chapter in the rulebook about money and equipment mentions that even the cheapest PC needs to spend 3 to 5 brass coins per day for food and board. Characters of the Gold and Silver Tiers should be going through the cash at a faster rate than that. Charge them some coins, and they'll do the mental math to realize they need to get a job sooner or later.
Even without the money, Curd has plenty to offer the PCs. Access to the higher levels of society, invites to the good parties, social acceptability in general. When he makes his offer to the PCs, don't just dwell on the "5 silver for tomorrow" aspect, come right out and tell them that if it goes well he'll have other jobs for them later. Drop the names von Kaufman and von Alptraum.
If that doesn't work, go ahead and have Curd mention the missing gunpowder. Even if the players are just combat-monkeys or totally caught up in the underworld plot, they should be interested in keeping large amounts of gunpowder out of the bad guy's hands.
If you're players aren't interested in chasing after money, OR power, OR the obvious dangling plothook about bandits and missing gunpowder… then maybe it's time to have a serious chat with them about what kind of game they want to have and what actually motivates their characters.
Lastly, it's okay for Mauer and Kaufman to be at cross-purposes and giving contradictory directions, since there's a 2/3 chance that one of them is actually the villain. If you're players are kinda slow on the uptake, ham it up so they can't help but notice the difference in position.