robconley
Hero
It been my experience is that the circumstances of the situation govern how it could be dealt with. If the group decides to help Meezap by rescuing his apprentices there is likely no other plausible way to dealing with other than the way you describe. It just make sense as that being the way to get the apprentice back.If you can skip parts B or C and go straight from A to D, that's a more open adventure that isn't really linear or railroad. It's also not necessarily sandbox like the Isle of Dread. There's lots of space in-between linear and sandbox games for adventure to fall into, and most adventurers that I've read are in that space.
And it like that life, somethings are open ended and can be handled in a number of different ways, other there is pretty much only one way to deal with.
Which is why when I write about sandbox, I stress that a key elements not that you have a bunch of choices, but rather you can do anything as if you were really there as your character. That accounts for when folks are playing free agents that are able to decide on a whim to go east or west. And when folks are playing character who are not free agent but are constrained by circumstance like if the party are a members of the military and have to obey orders or suffer harsh consequences.
What makes it a sandbox is the willingness of the referee to let the players trash the premise of the campaign at any team. So for the latter example it could come to the players deciding to desert and embark on a A-Team type career path. Or for the former the players decide to join an organization and put their character in a position where they are subject to orders.