Not the best of ideas.
First off, many players won't care enough if something happens to their character. And that goes double if "the bad guys are just after their character as the DM says so".
Sure they won't if the only game you offer is "play my story."
Player Driven is where the game is made for the real life players. They are playing their character as a self insert: as themselfs. If the player likes combat and loot, then the character likes combat and loot. The player cares nothing about the fiction at all. For example if they have an elf character and some elves ask for help, the player utterly does no care and just asks "can we have more combat now?"
Well, that certainly isn't what everyone else means by that term. I'm pretty much 100% certain
@Yora didn't mean that in the OP.
Character Driven is where the player takes on the role of the character they have created. The basic definition of Role Playing. No matter what the player thinks or likes or dislikes, they will role play the character in a unique way.
I can assure you that your definitions are not shared with at least half the people in this thread. This is just 'role play', there's no need to give it any other term.
This is great if you like this sort of game. The rules say the players do this and the rules say the DM does that. So each round the players pick from the list, and the DM picks from the list, and the game moves forward.
you have not the faintest idea... Really, seriously, if you think that's what it is, OK. Dungeon World for instance, which I assume is what you are basically referring to, is vastly more than 'picking moves from a list', there's no such procedure within the game. Moves exist, they're basically something roughly equivalent to class features, spells, whatever in 5e. In the 'tactical' play of Dungeon World the players simply describe what their PCs do. It is largely up to the GM to determine if any of those actions are specifically 'moves' that require dice to be thrown and more specific rules applied beyond "if you do it, you do it" which is the basic "apply the fiction to the game state" mechanic. But how is this, at worst, any different from 5e where your battlemaster picks a maneuver and 'does it'? Except in DW the game is 'fiction first' (one of the principles being 'start and end with the fiction'). This creates much more RP than what typically happens in D&D. And this is clearly where your lack of experience shows. You may be very familiar with D&D, but you are not familiar with games where the fiction and the process of play and the game state are so tightly fused in all aspects of play.
Yes.
And, don't all the highly praised games, like Dungeon World and Blades in the Dark force the players to do things? Is this no really a huge point of these games: to force the players to play the game? Though sure "force" is too harsh, as it's more "strongly encourage", but it's the same at the end.
Nope. I mean, if you mean by 'play the game' to play Dungeon World or whatever, this is a given. I mean, we are talking about HOW a game is played and which games might play in which ways, so presumably the players decided to play? The game sure didn't force them to do that! Presumably once they decided to play DW they followed the rules of DW, what else would the phrase "play the game" possibly mean? lol. You guys get caught up in a lot of silly rhetoric. Everyone plays Dungeon World, they describe their actions, moves may or may not be declared, the results of whatever they did are determined, possibly by rules and GM moves, possibly by GM rule and fiction interpretation (noting that in DW the table as a whole can review these things if there's a dispute). Finally the GM may make a 'move' of their own. I'd note that the way Dungeon World describes a GM move is "just do what GM's normally do." In other words, you describe how the fiction plays out from that point until a player wants to jump in again and say they are doing something. You can call this 'soft move', 'hard move', and there's a list of move ideas, but the GM doesn't REALLY have distinct moves, they have 'a move', a time in which they are asked to advance the fiction as their part of the process of play. DW says there are 3 situations where this comes up 1) A player provides a golden opportunity (usually by ignoring some sign of danger) 2) A player makes a move and the results call for the GM to do something (in which case the GM's options might be specified and limited) 3) When the players look to the GM and ask 'what next'? (they may not explicitly ask, but you will know).