I described this as a Sandbox, and I suppose it is, as you can go all over the place and there is stuff going on there, but in doing some prep-work, I've thought of two things: Giving players too many "which way do you go?" options bogs down quick in PBP (it takes a long time for a consensus.) AND I'd really like to try something I don't get to see much of, which is to pass a few years in the character's lives over the course of the game.
To do that I'd like to use the Downtime Rules (feel free to review them, including the UA). But if I give the goings-on in multiple locations a sense of urgency, you will feel the need to rush off to the next one right away and not to return home and go back to your lives.
This is all a long way of saying, I hope you don't mind if I do it less sandboxy, and only make the urgency level of one location at a time peak to "high" urgency. (Or in other words, I hope you don't mind if, within reason, I pick where the group goes next.) I promise to give you meaningful options in other ways.