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I was drunk when I posted this, for that I apologize for anything I left out. I have resolved the problem with my players to a degree.

As for what I left out.
They went into the game knowing the world for adventurers would be based around wanting to go into dungeons. And knowing that until they are complete they are locked in. They well knew that the game was going to be difficult.

The walls of the dungeon are breakable theoretically. But breaking out of the borders would not be.

It all had to do with plot they'd begin to fall into as they advanced.

The problem was essentially that even with my reminders leading up to the session to build characters whod want to enter. They ignored me and built characters who wanted to explore the open world. And complained once they were locked in.

Anyway thank you everyone for your responses. A lot of it helped me work things through with my players


So I decided to create a dungeon for my group. I flesh a decent dungeon out for 1st levels, plenty of traps and encounters. I place paintings with history related to the world behind them, and I put in an interesting Dungeon Keeper.

And part way through (although I have given them a free revive) they start complaining that "ughh why can't I just dig through the walls to the end of the dungeon" or "I want to leave the dungeon why can't I"

even though going into this dungeon they explicitly knew leaving it once you entered was not an option.

Honestly I'm a little bit drunk at the moment. But I'm curious how other GMs deal with players who refuse to grind through the dungeon or whatever it is they have planned to get to the plot. After all it's a dungeon you can't really put engaging character in or they'll try to abuse it.
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I think what I'm trying to ask is, how do I include plot, and engage my players. Without giving them opportunities to attempt to just derail and break the entire game.