It is obviously a good thing to set goals for your players, but don't forget their reason for being: that these goals create an impact on your experience.
By setting goals, your players have a real influence on your world. They create effects that impact your narrative.
And the loop is complete.
With the right effects, you ultimately reflect the consequences of your player's actions back to the foundations of your worldbuilding. Your flow is then complete.
This involves adding or removing knowledge from the main character, a character, or a group of characters.

This effect directly impacts the Knowledge Bricks of your worldbuilding.
It is an effect that changes their status, allowing you to allocate a Knowledge Brick tagged as "Private" or "Group" to an entity of your choice:
As a result, this knowledge brick will not change its status, but its sharing will be extended to the entity you designate.
For example, in Orbs & Gods, the Cleric Valerius possesses the knowledge of a yellow orb that contains a fragment of the soul of Elsa, the late wife of the hero Darghin.
In Chapter 10, he gives the orb to Darghin while explaining its uniqueness, as Elrhen quietly listens to the conversation from a corner of the stairs.

Valerius gives the yellow Orb to Darghin, while Elrhen overhears their conversation. (ORBS & GODS)
Les effets de ce dialogue sont alors doubles, comme on peut le voir ici:

Darghin (Player) et Elrhen (Character) disposent désormais tous deux de l’information à propos de la Yellow Orb, de son fonctionnement et de son origine, tels qu’ils sont décrits dans la Knowledge Brick.