We really did try to avoid the railroading sensation as much as possible with our adventures.
Key of Destiny gets that way from time to time - it has a prophecy, which can come off a little forced. If I had the chance to go back and rewrite some of that first module, I'd bring in more foreshadowing and use fewer prophetic elements, probably.
From then on, though, we went with multiple path options. Spectre of Sorrows has a number of routes to the end scene that can be taken. Price of Courage just goes hog-wild and the middle five chapters of the adventure (which, as Crothian notes, is enormous - sorry!) may be played in any order. Even the ending and the motivation of the primary antagonist is different from game to game, which was an homage to Tracy Hickman's trick of fortune tellers determining the module's plot.
I'm always available over on
www.dragonlanceforums.com to answer questions about any of these adventures. We're still producing product all year, until December 31st, and selling product for a limited time into 2008, which means we intend to release Dragons of Winter (working on that at the moment) and Dragons of Spring this year.
I'd love to see more reviews of these products too, to be honest, so I'm champing at the bit to see them written up by those we sent review copies to.
Cheers,
Cam