Well, my players and I are about halfway-two thirds through the Dead Gods campaign From the Darkness. Now we have had some great fun, in large part because I modified the heck out of the original campaign, but I've noticed that although the campaign is very exciting and original, the flow of the story is difficult at best.
The problem is this: the whole campaign is so shrouded in mystery that my players still have barely a clue as to what they're doing, why they're doing it, and why they should even bother. Mystery is fun, but in Dead Gods it seems they're expected to save the universe and do all kinds of crazy stuff without actually knowing why and without any guidance or rewards. Now this might work if the players were a bunch of paladins, but this is planescape, so half of them are knight-o-the-post and the other half are weirdos from weird planes, and it's a mighty task for me to even keep them going in the right direction.
So I decided to read them the Interludes, so that they at least have some inkling of the mighty war between Powers that is consuming the multiverse. But even so, the most common question they have is: "Why are a bunch of nobody berks expected to take on this tenebrous guy? Why don't the proxies and powers handle this mess? What's in it for us?"
So....does anyone have any practical suggestions from running this campaign to help motivate the players in the right direction?
And do you have any advice or mistakes to avoid in the second half (after the Vault of the Drow)?