Henry
Autoexreginated
Whenever players are in that situation, it helps to have some goals directly outlined, as you said. It's a hard line to draw between "railroading" into one or two choices, and giving TOO much choice. My preference is to give two to four CLEAR goals the party could pursue, but if someone wants to go some other way, then let them know they can do something not in the list. That way, those who don't know what they want can take inspiration.
In my homebrew world, I know every nook and cranny, and can let the players go wherever they wish. I just started a short-run Forgotten Realms game, and am trying to build my knowledge of the Realms where I can do the same thing with them.
To me, this is the Best DMing style - to know your campaign so intimately, that all you need are some pre-fab stats, a table of new names, and your pencil and dice, and you can build any adventure they see fit to wander into.
In my homebrew world, I know every nook and cranny, and can let the players go wherever they wish. I just started a short-run Forgotten Realms game, and am trying to build my knowledge of the Realms where I can do the same thing with them.
To me, this is the Best DMing style - to know your campaign so intimately, that all you need are some pre-fab stats, a table of new names, and your pencil and dice, and you can build any adventure they see fit to wander into.