Whimsical
Explorer
Just design your adventures so that the bad guys don't know much (need to know), or provides the information you want the players to get, which will advance them to the next plot point.
I'm not sure what you normally do to seed the next step of the adventure for the players, but just have this information in the bad guy's head instead.
I'm not sure what you normally do to seed the next step of the adventure for the players, but just have this information in the bad guy's head instead.