There is plenty of identified source material where the protagonists don't engage in endless world-saving. The notion that that's all there can be shows a massive lack of imagination and awareness of what the game can do.
People focus on Frodo, but forget Conan and Fafhrd and the Grey Mouser,
I don't know about everyone else but one adventure path is enough about saving the world. Tyranny of Dragons takes PCs from first to 15th level with only one goal: Stopping the Cult of the Dragon from summoning Tiamat.
Adventure Paths are awesome every once in a while but there needs to be individual adventure stories as well.
The real purpose of WofTC introducing this adventure path was to sell books while they could - hit while the fire's hot. The reason for them introducing the DMG 3 months after the PHB was to sell the this adventure path. I know they say they didn't blast them out because of errata in information... but c'mon... They didn't want people to get the DMG and start creating their own adventures - otherwise, this original Adventure Path would not have sold nearly as well. It doesn't bother me - I bought these - but, c'mon...
But Adventure Paths are as they are stated - a path for longplay for DMs who don't have time to or the want to freelance mini adventures and tie them altogether - or to keep players on a path that doesn't catch the GM by surprise and force them to improvise a full session on the spot. 4e had plenty of singular adventures - some tied together and some were singles - just like 1-3e. I bet that after the DMG comes out (to everyone) they publish plenty of singles. I hope, anyway...
Mr. Incredible said:No matter how many times you save the world, it always manages to get back in jeopardy again. Sometimes I just want it to stay saved! You know, for a little bit? I feel like the maid; I just cleaned up this mess! Can we keep it clean for... for ten minutes!
The real purpose of WofTC introducing this adventure path was to sell books while they could - hit while the fire's hot. The reason for them introducing the DMG 3 months after the PHB was to sell the this adventure path. I know they say they didn't blast them out because of errata in information... but c'mon... They didn't want people to get the DMG and start creating their own adventures - otherwise, this original Adventure Path would not have sold nearly as well. It doesn't bother me - I bought these - but, c'mon...
But Adventure Paths are as they are stated - a path for longplay for DMs who don't have time to or the want to freelance mini adventures and tie them altogether - or to keep players on a path that doesn't catch the GM by surprise and force them to improvise a full session on the spot. 4e had plenty of singular adventures - some tied together and some were singles - just like 1-3e. I bet that after the DMG comes out (to everyone) they publish plenty of singles. I hope, anyway...