Lanefan
Victoria Rules
True. That said, I suppose they call them adventure paths for a reason.Fair enough. Although, frankly, if you have to do A, B, and C before you go to D, I'm not sure it's really all that non-linear if you can choose which order to do A, B and C in. You're still doing A, B and C, regardless of the order. It's somewhat less linear, I suppose, but, it's still a single line progression from beginning to end, regardless of which order you do things.

I do see a difference between truly linear (within an adventure, this would be having the encounters/rooms put together like a string of beads where you can't get to any one without having done all the ones before) and not-quite-so-linear, where you've got choices all over the place but eventually they're going to funnel you either to a choke point or to the BBEG at the end. I don't mind the latter, I'm not at all a fan of the former.
True. IMO the best adventure paths are the ones that seem from the player side to just emerge organically out of the run of play (and this can happen even within a true sandbox) where something that happens in the fiction prompts the party to undergo a connected series of adventures by their own choice.Again, I'm not saying it's a bad adventure. I don't think that it is. And, frankly, there's nothing wrong with linear adventures IMO. I've had great fun with linear adventures. But, in a linear adventure, you don't need anywhere near the character connection to the adventure hook, because, well, this is the adventure you're going on and, well, step on up and let's adventure. So long as the story is engaging enough, I'm happy.
Were my players reading this there'd be a loud chorus of "Hey, send those treasure maps over here - if they don't want 'em, we do! We like treasure!"My problem was that I had players who had had a pretty steady diet of linear campaigns and when I tried (three times no less) to run sandboxes, they fizzled and died because the players had zero buy in. They just did not care at all. And nothing I seemed to do was motivating them. So, yeah, it was a good thing we parted ways. I was not the right DM for that group. I mean, this is the group that I dropped three treasure maps on and got a shrug in response. :/ Unfortunate.
And yes, some players prefer to simply ride the train. Makes DMing them easier, to be sure, but it's nowhere near as much fun.
