I find completely open games lack a story and are very hard to plan for as a DM. I like when PCs have a story and an idea of what they want to do so that I can weave it into the story. I also like to have a couple side quests that follow the story or are one-offs. I like to have larger stories that span a few levels and then move to something else.
The adventure books are harder to branch out and more forces the party to stay on the path. It makes a grand story, but at the expense of PC goals. This is why a lot of them talk about having players pick goals that are part of the story. Which may be another discussion if that is good or not.
I completely agree. While this is my first-ever serious DM effort, it isn't anywhere near to my first rodeo (started in 1982, excepting a few jaunts I dropped it when I went to college, and then just picked it back up in 2018), and my experience as a player has been that adventures where the DM makes and populates the world and then just sets us loose in the place tend to fizzle out. That's why I'm leaning hard toward keeping this thing at least fairly linear.
Where I've been on this for some months is that I'll do best to strike a balance between the completely open world approach and the highly linear, single-plot approach. This seems to be what most seasoned DMs do and it also seems to be what the better modules also do. payn's initial comments really helped me to get my head around what the elements at play in these approaches are, so at this point I like the idea of keeping it linear so long as I don't fall into that "illusion of agency" problem that I remember well from some of our youthful adventures back in the 80s.
I mean, the sprawling epics and wandering Chaucerian tales still have a special place in my heart, but that's a note about literature, not about RPG adventures. I
do intend to maintain, let us say, a "robust opportunity" for side quests in here, but I am going to keep the main adventure linear, which it was right from the beginning of my writing.
Now, what we do is watch the change of adventure types we see over time, and corellate that with the decline of the short story form in genre fiction.
Most of the classics you mention are not really written by one person. They are folklore, originally part of an oral tradition that were eventually captured by some author. As part of an oral tradition, the individual segments are designed to be told in one sitting. Nobody told the story of The Odyssey. They told the story of Odysseus and the Cyclops, and a different story the next night, or the like.
It's funny--I was thinking about just this point last night and this morning: the really old classics much more strongly resemble
campfire stories, which are highly episodic/modular. Sometimes they'll have recurring themes, sure, and they'll quite often feature recurring favorite characters, of course, but you and payn are right: they're episodic. The closest popular thing to them nowadays seems to be the television soap opera.
I guess I'm just one of those nutters who still love short stories.
Thanks to all on here--you've helped me a lot to work out how I want to approach this thing and what I should change before March.