I think it depends. I read the bit I quoted by @Desdichado as being more of an ongoing thing. Trails meaning not just a starting point, but a continuing path or road. Outlines in not just an introduction, but also an ongoing structure of sorts.
And I also think it’s different to offer an opportunity generally, and offering an opportunity based on feedback.
Well I also think that games like Stonetop or Blades or whatever inherently avoid the “wide open sandbox but nowhere to go” problem he’s alluding to because the premise of the game and structure of session 0 / creation / etc have intentional designs to stop that. The GM is going to frame a responsive starting situation that catalyzes the players in those games if they just listen.
Conversely I’ve been struggling with my Neverwinter group a bit because the game doesn’t inherently provide that sort of structure for players and GM alike. I have to provide a lot more paths to get them towards the character goals because we just don’t have the structure and framework.






