Yes.
I didn't write it, since we start with people choosing something to do. It's very easy if you do simple worldbuilding. Situation, threat, advantages, differences.
First of all you propose a setting, maybe an idea you already had; and you watch input. If people don't say anything, then that means they don't intend to impose anything on that, and you move on. However it goes, you have a basic setting.
Then, the adventure starts when they want it to start. They all have their characters, and the characters only know why THEY decided to go out in the first place. So I had my player that said "my guy is obsessed by magic and understanding it". The first thing he said was "I intend to become an explorer for the tribe so I can look for spirits and magic and other things". And bam, plot of the first chapter. Right now, it's the very first sessions, therefore I tether him with some duties (ironically his chief sent him explore around because the tribe is about to settle), from which it's up to him to find a way to rebalance that towards his own goal.
I have already created many things and entities to pepper around the location, some of them are linked to greater, global systems, but it's his problem to go after them.
Expecting him to be an idiot on purpose and say "I sit down and start a basketweaving career" would be quite silly.
On the other hand, he GMs a game I am in, and has me basically do the same. I'm stuck with a job assignement from my gang boss, but as I encounter more people and opportunities, my character is finding himself an ambition of his own. I also made him an extensive backstory in which he's been separated from people he cared about, which the GM said he'd not forget, as he shouldn't. My character had long abandonned the search for answers but who knows what happens when you mingle in certain circles?
Because I have my reasons. Dumb question dumb answer.
If anyone ever wants to GM that, tell me.