Well, then, what kind of players do you usually get? Also... It kinda isn't great, yeah. Mainly because I'm not that interested in Magic the Gathering and it seems to be a popular topic.
Well last game was five players
-Player who actually likes creative input and was willing to help me come up with ideas, which I used because each session took hours (days) of work to get together. He also driven his own plot and what he wanted to do. (I liked him! I'd have him in all my games if I could)
-Player who wanted an initial creative push but was otherwise passive and wanted me to provide them with the sandbox for them to act.
-Player who wanted to derail everything so that it applied to his character, constantly GM vetoed in order to get his way "Ohh I am a Prince, even though I said I couldn't do this I in fact can", and never completed his story input, character profile, world section... leaving me to create all that for him, except when he makes up something on the spot.
-Two players who just didn't care they just wanted to play.
Four really loved the game, and one liked it but I couldn't stand him.
It ended because of schedule conflicts and I was about to GM them out of a current adventure that was incredibly boring (it was just a slog).
And since then I did a miniroleplay with a person who wouldn't make their own character, wouldn't read the rules, and who didn't want to contribute anything.
And the real life group I attempt to GM with are all "No, we are putting it all on you" people.
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The issue with Call of Cthulhu is that... the mystery is the major draw.
I could do the Dresden Files RPG and have all the players collectively create the world. Yet ultimately the scenarios are something I'd have to come up with myself, the only thing the players could contribute are possible actors as well as the reason they are even involved with the situation.