engine:
From what I'm reading, you're not doing what I'm saying.
No. As far as I can tell, I am. I just didn't think I needed to reiterate.
Every character has both knacks and flaws. The flaws are more quirks than debilitating. One character has bad memory, another is physically unfit. I had them write short background with important people and event. I haven't point blank asked for NPC names, because in my experience if someone like that sort of thing, they'll volunteer. In my experience, which I've had a lot of people outright say this to me, being a player and having to come up with NPC names and personalities is a chore and a let down. Some people like that, I'm sure, but if they do they'll usually say this much. If a player if going to make them fleshed out, the player should play them as accessories. They're assistant PCs, not NPCs. If someone says "I'm rich and have a loyal butler" I might ask "Do you know his name?" and then play butler with personality that is loyal but otherwise of my own.
I guess it boils down to what kind of questions would
you ask, engine?
The number one question, which I've asked, and that I took for it being granted I've asked, is "What do you want from this game?". I also asked every player for motivation of what drives their character. One of the quiet players said "helping people" so I've put NPCs in there to help. Both those whom are capable but need assistance in their endeavor to be successful, and those that are quiet frankly helpless to their circumstances without aid.
Another player wants romance. So I've arranged another player, that is keen on that idea, to play a type of woman I think this player would enjoy (the player seems to enjoy a variety). That part is fine I think I figured out something from this extrapolation. It seems like one player might just want the two great vices of man, sex and violence. They're motivation did imply they wanted to fruit and fight. So I guess I'll just keep the fights coming, and put in plenty of chances for romance.
As far as them being bored, I do feel the two players are somewhat bored, but I'm getting next to no input from them. Which is fine. I'm okay with that if that's the case. It's the fact I don't want them to feel alienated. If they want to coast along as a fair weather player, they deserve to be somewhat put on the back burner until they put forth some effort. Unlike watching a T.V show, this is interactive. It would be more like an actor in an improv scene being more of an extra even though he's part of the main cast. You get what you put in. Again, though, the player may be unsure, sort of uncomfortable with posting, not sure how he can get a position in a scene. That's a different story. I want to play to their strengths to begin with, and give them a chance to feel focal, rather than passengers on a train.
It may be possible the players just aren't engaged in any game they play. If that's the case there is nothing I can do. They'll probably grow bored as their silence prolongs and they feel more detached.
I think part of the problem is just the newness of the game. In my experience it's the opposite. You get a flurry of posts early on, and then it dies down. Does it ever go in reverse?