My players have become fugitives from the law, so they are fleeing the country. My problem is I haven't been able to get a concrete destination or travel path from them. We did manage to narrow the destination to "South America" and that they'll probably be crossing by land to Mexico and chartering a boat from there. To me this is still incredibly vague, and makes it hard to plan for.
I suspect that part the problem is simply too many choices, at the same time I'm trying to let them drive the decision. I told them that I didn't care where they go, I mostly needed to determine the "climate", the "wealth/poverty", and the "size" of the place they're going to.
The other part of the problem is that they're running from something rather than running too something, so anywhere but here seems like a good idea.
I imagine this problem could happen in any game universe where the number of destinations is large. In my case it is the world of darkness, so it's planet earth (through the fractured mirror). But I can see it applying to Star Wars for example if one was trying to pick a planet whilst fleeing offworld (and having your own spaceship). This is why I'm not making this system specific.
How can I help my players make the decision of where to go without railroading them?