Whats up yo, so since the beginning of the current campaign I am running it has been a general narrative driven adventure (I don't know the proper terminology). What I mean is, I run a game where I prep the plot before every session. I'm now leaning more towards shifting the game into a player-driven sandbox type game. The problem is, I still have plot points I want to address. I'm trying to strike a balance between having these plot points and leaving it up to the players to drive the narrative forward.
For example, my group will be freshly arriving in Sigil next session. One of my players (a bard) has a cursed infernal tome that has a high level devil inside. The devil obviously has motives of its own, and is influencing the bard. On top of that, the bards mother has been missing since he was a child. She is in the prison in Sigil. How do I strike a balance between weaving these plot points and letting the players explore and drive the narrative?
(I know I need to things for the characters to stumble onto. I am also planning on letting my players know that I am switching gears slightly and letting them drive the narrative more than before.) Thanks in advance!