For sure. I'm not saying that there are not differences or that many of those were not significant. I'm saying that those differences really didn't shift how people ran the game as you note for you and your group.
Well my group was playing 2e. We just used some things from 1e (primarily the assassin class). We managed, but there were clearly different system expectations. The game wasn’t really backward compatible.
There really isn't much difference between DMing THAC0 as opposed to the 1e charts. Or DMing specialist wizards or specialty priests instead of clerics and magic users.
Those differences aren’t really what I had in mind. It’s very clear from the sections on running the game and Dragon articles at the time and published adventures, that the game shifted significantly from site-based scenarios toward story-based scenarios.
Is there some reason you can't just exit the series in the middle somewhere and go seek out the Isle of Dread or something? Dragonlance was designed differently, but I didn't see any other modules really copy the method identically. You could find linear stuff, but it wasn't really a railroad in the way Dragonlance was.
“Leaving the Dragonlance series and finding the Isle of Dread” isn’t always an option, no. It requires that the DM has alternate material to provide. It implies the players have significantly more choice than what was typical at the time… that they can decide there is an Isle of Dread to visit.
Running a published module was largely about removing the need by the DM to prepare material for play. Instead, they can run the material from the module. So that’s typically what they were going to do. Were there exceptions? Of course. Does that mean that it wasn’t a super popular way to play? Of course not.
If it's so predominant, why have I never seen it with the many DMs I've observed and played under? You'd think I'd seen it at least once or a dozen times by now.
I would say that if you haven’t seen it, you’re not looking. It’s everywhere. The published adventures for 5e. Adventure Paths for Pathfinder. Hundreds of Actual Plays on youtube. Critical Role.
It’s everywhere. The game is about a predetermined scenario. The story is about a group of heroes who need to kill Strahd. Or a group of heroes who need to save Elturel from Hell. And so on.
Clearly I care. Words mean something. They don't exist to be redefined willy nilly.
It wasn’t redefined willy-nilly. It’s from a widely acknowledged essay that is commonly referenced in RPG discussion and analysis. One could say that you’re the one trying to redefine the term.
The problem I have with it is that it's NOT linear. It's a railroad and railroad is not the predominant state of play. If it were merely linear play I'd still disagree that it was predominant, but I wouldn't really have an issue with it outside of that.
Trad play isn’t necessarily a railroad in the sense that you mean. But it does tend to be linear, for sure. There are events that will happen in some sequence. Like chapters in an adventure module… or parts of an adventure path.
I don't need an example of an official 5e adventure, because I've done it with a long term adventure that I created. There's no difference between mine and theirs other than who made it.
Well I would say there is a difference because I have bo way of knowing what your home game is like. Is it similar to an adventure path? You seem to be insisting that it is. In which case, using your game as a starting point doesn’t seem to address the question.
If your game is like an adventure path, then why insist it’s not?
Several years ago instead of the typical method we use to figure out the theme of the next campaign,
What’s the typical method?
the players came to me and asked me to just make it up. So I did.
Made what up? Aren’t all campaigns made up? I don’t follow what you’re describing here. Do you mean “the setting” or “the adventure” or something else?
When it started they decided that they didn't particularly care for that theme and told me that their characters were going to head south and become pirates. So that's what they did.
Was this something that already existed in the setting? Did you have to specifically prepare material because of this decision? If so, what did you prepare? What did the players do?
The entire thing I had planned out still happened over time, but they just heard about it through rumors and having it occasionally touch their play a bit since it was widespread and it couldn't be avoided entirely, but it wasn't the focus of their play and they were fine with it touching their play occasionally because of that.
What was it that you had planned out? It sounds like a story… that it played out over time. How did you determine how things went with it without the players involved? How did it continue to show up? Why did you still want those events to matter?
It’s all very vague, so it’s hard to understand what you did, or how anything changed when the players didn’t bite the initial premise.