Quickleaf
Legend
Yeah, I can always use a "bang" when they get stuck.I think the best approach is 'bangs' that require a reaction, but leave the nature of that reaction open. This can help ease the PCs into making decisions.
Yep, with the caveat that they must be informed and meaningful choices.Secondly: simple choices, making it clear that the PCs can't do everything. The simplest is the open dungeon with different pathways. Left or right.
The PCs were trying to find a way to a hidden cog in Mechanus, and were traversing a clockwork labyrinth to find it. They'd also been asked by a hierarch modron to rescue some underlings trapped in the labyrinth. When the PCs had the option to take a short-cut to the hidden cog, they took it: the entire clockwork labyrinth began to tilt upside down (the PCs were shielded from this effect), and I described gears clanging and modrons falling over each other. I asked if the group was going through with the short-cut. They were. So the trapped modrons were tossed out of the labyrinth into freefall, presumably to die, and the PCs fast-forwarded to the hidden cog.
A simple choice with clear consequences.
So far that's amounted to rewarding thieveryThirdly: encourage character goals. Don't force them, but reward proactive play with success. If one PC comes up with proactive goals, let him enjoy the spotlight time. If the others want spotlight time too, they can step on up.

I've had the same thing happen! Only instead of "big magic item" it was "artifact." I think it's supposed to accommodate the DM's creative input. Heh.Related to that - I'm having a bit of trouble in one of my sandboxes: I aked the players to provide character goals. Rather than engage with the actually presented setting, several players sent me "big magic item" - it rather looked like rather than go out & look for something, they expect me to create the maguffins and then provide them with a clear path/linear adventure to acquisition of them. I think there's a bit of a trap there; I'm coming to think that asking players for PC goals in a sandbox game may not be such a good idea. I'm wondering how to say 'I want goals that don't depend on me creating particular content for you'.