My
tip is books and movies are NOT a good model for how gaming works - in
them the single author of the book controls the world AND the main
character, making the main character do exactly what he wants him to do.
You don't get this luxury in roleplay - the characters run by players are run by players. They are essentially co-authors - and unlike the main character in a book that does what they author of the world wants, the players PC's wont do exactly what you want. You have to be able to let go of having an exact idea of how you want things to go, because it doesn't work that way. You have to have a hazy idea of how the world works and what is happening in it, and the players engage that as co-authors (where equally, the world doesn't always do what the players might expect it to do).
I've seen too many gamers who came to roleplaying with the idea that as GM, they'd be the sole author of events. For many, it was the innocent mistake of thinking it works like a book or movie and no one said otherwise (and for a few others, they are just that controlling and selfish). This ends in a train wreck.
Running a successful game of a straightforward nature is as simple as not being wrapped up in thespian ideals - make sure money or XP is gained by the players every real life half hour or so.
You don't get this luxury in roleplay - the characters run by players are run by players. They are essentially co-authors - and unlike the main character in a book that does what they author of the world wants, the players PC's wont do exactly what you want. You have to be able to let go of having an exact idea of how you want things to go, because it doesn't work that way. You have to have a hazy idea of how the world works and what is happening in it, and the players engage that as co-authors (where equally, the world doesn't always do what the players might expect it to do).
I've seen too many gamers who came to roleplaying with the idea that as GM, they'd be the sole author of events. For many, it was the innocent mistake of thinking it works like a book or movie and no one said otherwise (and for a few others, they are just that controlling and selfish). This ends in a train wreck.
Running a successful game of a straightforward nature is as simple as not being wrapped up in thespian ideals - make sure money or XP is gained by the players every real life half hour or so.
Granted it wont be a complicated story if they have no moral boundaries in regards too looting.
Your problem as GM is thinking the only story there is is the story you wrote before the game (or the module you bought)
No, the players are making a story.
They aren't interested in your story because they are interested in the story they are making by their characters actions.
Which I think is a way people instinctively play (when new to roleplay) and by that measure, the right way to play.
A more complicated story from their actions would come if they have various scruples, moral principles, NPC's they care about, etc. Sometimes the looter PC has these, you just don't see it. Sometimes the player can add these to the PC after play has started, if you talk about it.
The players are not like book readers and you a book author - you are not a book author trying to get your book reading audience to care about the story. The players are authors of the story themselves - every time they have their PC's act, they write some story.
The question is, how do they get YOU to care about their story?
I'm guessing hard rejection of this premise - because you only asked about how to make them care about your story. That's all that matters to you. So they wont be getting you to care about their story any time soon, I guess?