One way to allow greater player agency is to construct a “hub” from which core campaign elements radiate, making for a number of possible action points that are accessible from it. For example, if we assume that the PCs’ starting town is the hub, a storied dungeon, a cavern complex, and an abandoned mountain keep might all be proximate to that starting town. If the starting hub is a space station, a smugglers’ lair may be nearby, along with an asteroid belt where aggressive aliens hide and a dangerous anomaly from a precursor culture.
The opportunities for action radiating from the hub need not be physical locations, they can just as viably be non-location-based encounters or entities. For example, a vampire coterie’s domain may be immediately affected by rumors of Anarch turbulence, the appearance of fragments of the Book of Nod, and a sudden shift in nightlife that relocates the Rack.
Having a number of actionable choices radiating from the central hub serves both the players and the GM. For the GM, a number of options allows them to control the scope of their preparation. Without having to detail a full sandbox, a smaller number of encounter contingencies is more easily managed. For the players, a number of options allows them the volition to choose the course of action that most interests them, but doesn’t subject them to a decision-halting paradox of choice.
Importantly, decision hubs can scale to whatever challenge level at which the campaign takes place. This is especially valuable for starting or low-level campaigns, which can easily lead the players into feeling railroaded if they don’t feel that they’re making significant decisions.