Hiya.
For me, AP's fail primarily
because of the focus on a plotline. An overall story is good...a detailed plotline is not. I used to post on the Paizo boards back when I was DM'ing Pathfinder. When the topic of "What AP do you want to see next?" would come up, I would always mention one key thing. What I've always wanted to see in an AP is a
MUCH shorter level range. I would have LOVED to see, for example,
Savage Tide be from level 4 to level 11 rather than the level 1 to level 20. We played
Shackled City back in our 3.5e days. Again, level 1 to 20 was just dumb. It would have been so much better if they would have narrowed the level range.
By having virtually all the AP's be "Level 1 to 20", it all but forces the DM and Players to play it the way the writers wrote it. Period. No going off on your own to do something else, like, say, help out a family member or a good friend. Nope, once you start down the path of the dark side, forever will it dominate your destiny. AP's, as they are now, are very much "the dark side". They may be quicker, easier, more seductive from a DM perspective...but once you start playing "only" APs...[insert the rest of a Yoda quote here].
Personally, I see AP's as "the lazy gamers choice". Sometimes this would be great; I don't always want to have to come up with everything on my own, and my players don't always want to have to choose their own way. Sometimes it's nice to just sit back and let someone else do the driving (re: the AP). However, IME, using an AP should be the secondary choice for a superior campaign. I'd much rather see a half-dozen individual adventures written as stand-alones, but with perhaps a "Using With Others" section at the back.
The Goodman Games "Dungeon Crawl Classics" I thought were/are an excellent style of adventure writing. They were all "individually written", but at the beginning of all of them was a little "Getting the Players Involved" section. This gave a few different ways to present the lead-in to the players. If they would have done the same at the end of the adventure, perhaps a section called "Continuing the Story" or something would be perfect. In the Continuing the Story section they could have a few suggestions for using other adventures already published as tie-ins to this one. So, one could run "The Mysterious Tower" first, then maybe run "The Sunken Ziggurat"...connecting the wizard's ghost with perhaps the original group of adventurers to battle Tiamat there. The PC's could have found a journel of the dead wizard describing what happened and how they managed to guard the place with glyphs and wards.
Anyway, yeah, AP's right now are pretty boring from a DM'ing perspective (for me anyway). I feel more like a director, trying to get the PC's to go down the left path in order to continue the story. I feel less like a writer, exploring various ideas and taking the input from my players, then using that input to make an even better story tailored to them.
^_^
Paul L. Ming