I don't understand what you are saying at all, Snoweel. "In a sandbox game, the PCs shouldn't be sitting at the Inn waiting for plot hooks," is so bloody obvious, it borders on restating the definition of a sandbox game.
That's why it's an insulting strawman. That quote that is "so bloody obvious" was in response to something I wrote, yet had nothing to do with it.
I never said the PCs were sitting around in an inn waiting. I said they finished the last session there. In fact, I said this by way of clarification:
There might be loads of plot hooks dangling around waiting for the PCs, who are only sitting in an inn because that's where they finished the last session but the players have decided none of the hooks seem interesting. They might tell the DM that his setting contains none of the kinds of challenges or situations that appeal to them but could we maybe have something like (blah)?
That's what I said, and it in no way implies that the PCs are sitting around waiting for a plot hook. Instead, the PCs are in an inn because the players are between sessions, and because they don't like any of the hooks on offer, they have approached the DM with a proposal.
If the existing elements in an area do not appeal to the PC's then they should haul thier behinds out of the inn and go search for it. If the DM has nothing happening in the rest of the known multiverse except "the dungeon" then he /she fails.
Even if the DM provided rumours about a dozen dungeons of varying types, these players still might not be satisfied because they don't want to engage in open exploration. They want a defined quest beyond killing monsters and taking their stuff (and no they don't have a problem with killing monsters and taking their stuff, they just want that to be secondary to the mission).
And personally I don't like dungeons, for a variety of reasons.
Pc's need to be proactive if they are picky about the types of adventures they want. Sitting around and requesting that such adventures be served up to them is player failure.
What if they want a mystery to solve or a plot to thwart? They can't just go find one if they don't know where to look. I don't like the concept of Adventurer's Guilds, and asking all their contacts if they "have any mysteries to solve or plots to thwart" sounds kind of hokey.
Your information gathering model seems to imply there is nothing going on that isn't freely available knowledge to somebody that just goes and looks around, as though the PCs can go to the elven internet cafe and just Google 'secrets'.
There's no proactivity involved in becoming privy to secrets. They're the kind of thing that either falls in your lap or it doesn't.