Hey all. A player came to me and pointed something out about my GMing style, and while I kind of agree with him I don't know how to curb the problem.
So the players have a list of problems that they're dealing with. One "Core" problem, then a bunch of sub problems. Then those subproblems have... more problems beneath them. And those problems have problems. It basically looks like this atm:
Save the World
=>Stop Disc 1 Boss
=>Stop General
==>Figure out how to keep the general from exploding (don't ask)
=>Build up Faction
==>Help City of Science
===>Gain favor of the Assassin
====>Construct magic weapon she asked for
=====>Gather Parts (p1)
=====>Gather Parts (p2)
======>Deal with murder mystery in town (Basically as they were leaving after obtaining part2, lawman asked them to stay in town while an investigation is happening.)
==>Deal with the Dream Eaters
As you can see it's quite a lot to do, but the player is specifically unenthused with the murder mystery next session as it feels so distant from the rest of the stuff they're doing. It doesn't help that when they don't do something, there tend to be negative consequences.
For example, the Dream Eater situation I warned them about at the start of the last adventure, as well as their consequences (player is a monster hunter and knew the lore), but they just never got around to it despite having their minds on it, and 2 NPCs were dead for it (1 completely minor showed up once, the other who was important to a major NPC). I ended up retconning this outcome for reasons that can be its own post, but the effect still lingers.
I can explain the reason for the nesting - because there are independent actors and their actions are impacting the player's environment. I also tend to warn players that there's a possibility that their action can bite them in the ass - 50/50 if it actually does. But I can see that the players always have so much to do and not enough time to do it.
Any advice?