Zardnaar
Legend
If the campaign (or path) is narrow enough that players can derail it simply by doing unexpected and-or chaotic things, to me that's a problem with how the campaign has been designed or set up.
Put another way, no campaign can ever be derailed as long as two things are and remain true:
1. There's no rails to begin with; and
2. The DM can hit whatever curveballs the players can throw.
It's more if you're running a pre published adventure or DM has designed ronething and players don't want to engage or do tge opposite.
Eg DM has organized a session in Waterdeep players decide to want to go to Baldurs Gate.
If DM rubs with it, ad howc's preparations to BGvtge players just leave snd go to sone village once again refus8ng to engage with DMs prep.
At that point I woukd just kick those players for wasting my time.
Unless the DM is doing sandbox RP heavy game players just do whatever. Those games tend to fall apart due to lack of structure and unorganized.