Ok, now I need to clarify myself.
Yes, he talks about the pro and cons of railroading in one part. But it isn't that part I'm bothered with. It's excerpts like this:
The illusion of choice is just what it sounds like: no matter what decisions the players make, they wind up where you want them to wind up.
and
your design guarantees that the party does what you want
Yes, I've taken them out of context and in context they aren't as bad. But some earlier articles on the wotc side have been massively railed against because of such things and that's what bothers me.
The people that start interpreting the articles might not exactly be "in the right", but it's in the end the responsibility of the writers to make the articles look good.
I guess I've overreacted a bit, after all, like I've said, it's just a manifestation of a problem that starts to grind on my nerves a bit.
It's just, I generally agree with the article, but lines like the above can be quite damaging to a game if misinterpreted by a novice DM.
Sorry to pick on you GoldRoger, but, this one stuck out in my mind. When I try to create adventures, I've always used modules as my guideline. Statblocks, maps, format, pretty much everything I find in modules I emulate in my homebrew adventures.
What is the difference between the design of a homebrew adventure and one for sale? Other than the obvious that a homebrew adventure is tailored to my group and one for sale is not.
No offense taken (and I hope none is made either).
The difference between homegames and published adventures isn't that one has maps, statblocks, structure etc and the other hasn't.
The difference is that a published adventure can't take the personality and needs of the individual group into consideration and that it can't take all possible courses the adventure could take into consideration and is usually a bit more constrained than something done for a homegame. Like many big adventures have to be a bit railroady so they even work.