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here's the player driven plots i've so far given my players the option to work with - side quests essentially
>exalted game, FYI
1) they can choose to spend time and buff up on medical skills and charms to fix up the head of a noble house - who'll subsequently be greatly in dept to them...
2) they can, at any time, stop and start preaching their sun-god religion to people - gather followers and such
>they've opted for adventuring instead... understandable
3) they once ventured into an ancient city surrounded by a very powerful aura of fear, using bracelets of 'unnatural mental influence immunity' - that ran out of juice as they left. If they worked on getting those fixed they could go back for more epic loot.
soon there'll be offers of marriage to some of the players - depending on how they handle certain political and personal developments relating to their characters (and if they survive the subsequent assassins)
in general: for player driven anything - if you want to base the game on it, just ask them for what kinda game they want, and then make that the plot. if you wanna wait around for them to do anything, then have them write up the bullet points of what they want to do, then give them to you (you being the GM) and then work with that.