Okay… but all (or maybe most) of the hooks are GM created content. Choosing from a menu of options certainly gives players choices of what to do, but I’m not sure if that’s player-driven. Or not as player- driven as it could be.
What are the motivations for the characters to get involved in any of these hooks? I mean I have no doubt that some can be interesting in their own right… but is there anything other than that to help motivate the players or their characters?
Ok, we did this for 700+ pages in that Sandbox thread last year. This is why I've been trying to say there's different styles of player-driven games, and the classic "treasure seeking adventurers" wandering off into a sandbox is certainly the oldest one, but isn't character driven in the same way as our newer styles imho.

