The main thing is, I let the players know that their characters may try anything they want and go anywhere they want. And it is that knowledge, that great big vista of possibilities, that somehow makes them want to discover what's going on with the adventure at hand. It's like by having the freedom to deviate from the plot, they know the opportunity is always there so they never feel the need to do so.Really, I've had to nudge characters in a specific direction maybe once in my entire life of gaming. I have never resorted to 'power of the gods' or lightning from the sky to push a party (or errant member thereof) back on the road to the haunted ruins, or whatever. The party wants to split up? Fine. A character wants to cavort at the local whorehouse? Okay.So what? I'm the GM, I'm not actually there.Characters can do what they want. Besides, characters often times create stories that are quite fantastic and interesting! Oh here's something; did you know that I have not used a module in over ten years of gaming? Not even as source material.Never underestimate the character.Jeff Diamond 6-0 Games