Hussar
Legend
Now that I'm going to disagree with @Lanefan.
But, I imagine, at the end of the day, it's going to come down, as it usually does, to time. For you, where the campaign is going to span many years, many characters and likely many players, any given character isn't all that important in the grand scheme of things. The character might be important to what's going on at the time, but, overall, it doesn't really matter because the group will just find something else to entertain themselves with if this or that character no longer is part of the group. And, wandering around looking for stuff to do is part of the fun of the game. Is that fair?
For others, like me, where time is a VERY precious resource, I have zero interest in intraparty conflict, for example. I don't. I've done it before, it's a giant time sink and it never, for me, results in anything in the same zip code as fun. So, having a group of five PC's who have six different, and sometimes contradictory, goals is not what I'm interested in.
I LIKE Adventure Paths. I have ZERO problems with mild railroading. Heck, I wanted to introduce something into the game the other day and one of the players had recently brought in a new character. I wrote up a couple of paragraphs of backstory, pitched it to him, and he agreed. Would have been fine if he didn't, I'd have found another way to bring things in, but, this was the most expedient way. I've asked the players, "Hey, do you mind if we fast forward through this bit and get to the good stuff?" and, by and large, they're okay with that.
My campaigns are generally going to last about 1 year (give or take). Call it 60-80 sessions at the outside, with each session being about 3 hours. That means at most, for my campaign, I've got about 200 hours or thereabouts. Spending significant time futzing about with other stuff is of zero interest to my group. It just isn't. Get on with the show.
But, I imagine, at the end of the day, it's going to come down, as it usually does, to time. For you, where the campaign is going to span many years, many characters and likely many players, any given character isn't all that important in the grand scheme of things. The character might be important to what's going on at the time, but, overall, it doesn't really matter because the group will just find something else to entertain themselves with if this or that character no longer is part of the group. And, wandering around looking for stuff to do is part of the fun of the game. Is that fair?
For others, like me, where time is a VERY precious resource, I have zero interest in intraparty conflict, for example. I don't. I've done it before, it's a giant time sink and it never, for me, results in anything in the same zip code as fun. So, having a group of five PC's who have six different, and sometimes contradictory, goals is not what I'm interested in.
I LIKE Adventure Paths. I have ZERO problems with mild railroading. Heck, I wanted to introduce something into the game the other day and one of the players had recently brought in a new character. I wrote up a couple of paragraphs of backstory, pitched it to him, and he agreed. Would have been fine if he didn't, I'd have found another way to bring things in, but, this was the most expedient way. I've asked the players, "Hey, do you mind if we fast forward through this bit and get to the good stuff?" and, by and large, they're okay with that.
My campaigns are generally going to last about 1 year (give or take). Call it 60-80 sessions at the outside, with each session being about 3 hours. That means at most, for my campaign, I've got about 200 hours or thereabouts. Spending significant time futzing about with other stuff is of zero interest to my group. It just isn't. Get on with the show.