At this point it's been years, so I don't remember the specifics. IIRC,
@Lanefan was one such poster, so perhaps you could ask him about how he has used "maimed grizzled man in the tavern" type things as this sort of idea.
But, again, you seem to be missing the forest for the trees. The point wasn't that it's some narrowly-specific hoop-jumping. It's that there are a lot of ways for this to go
wrong. Where the GM leaves the players to their own devices
and the players get frustrated as a result. Or, the GM gives prompts for the stuff they've actually worked on--at which point the players could easily feel that the only choices they're "supposed" to make are the ones they're prompted about. Or, the GM prompts about
functionally everything, which can get really really overwhelming really quickly.
Like...I'm not trying to be persnickety here, it just seems like you are insistently ignoring that these issues are relevant. Either it's something that can happen to other styles so...you don't need to have any answer, which seems like a pretty lame response if I'm being honest. Or it's--effectively--"that's not this style in its optimal state, so I'm not going to address it".
One (of several) reasons why I have almost always
avoided games that bill themselves as this particular kind of "sandbox" is that that trilemma really does come up, and I've seen how it can derail games. GM prompts nothing, so players get lost, do something they have no idea is really really REALLY REALLY stupid, and pay a huge price, which damages trust. GM prompts excessively, so players feel overwhelmed either by analysis paralysis or by too much information to filter through (note, those are two different, albeit related, problems; the first means an inability to
decide, the second, an inability to
comprehend), which saps fun. GM only prompts on stuff they've prepped...players are pretty likely (IME) to think those prompts are the
only things doable, or at least the only things actually
worth doing, which would be precisely counter to the explicit point of the style (player choice above all else).
It just feels like you're fundamentally saying, "Oh well this happens to all styles so I don't have to respond" and that's...really really frustrating. I
know these things happen to many styles. I don't dispute that. But I believe this style is
especially vulnerable. Meaning, I would expect there to be some kind of...process or procedure or technique or principle or rule-of-thumb or SOMETHING that would help.
Instead I'm getting...well, frankly, I feel like I'm being stonewalled.