Can't you run a sequence of back-to-back 'sessions', with the adventure for that 'session' determined by which hex the PCs enter?
I think the whole linear-sequence-of-encounters model exemplified by Kobold Hall in the DMG has been very damaging to the development of 4e. And I can see how RPGA play has encouraged this. Anything that brings back an exploration component is welcome, in my book.
I don't disagree with you in general, and if you (or someone) is running a 'home' LFR game, and one of your players takes his PC to a con, no one is likely to care how you ran your game as long that PC fits the expected LFR norms.
However, my situation is a little more complicated, since I'm intending to run MRYE events at a public sign-up venue with a 4-5 hour time slot. In the lower heroic tier, at least, the starting hex will always be Loudwater; the players will pick a intended site-based adventure/delve, explore/resolve wilderness hexes during overland travel, and hopefully find and complete the site-based encounters.
Public sign-ups lets me draw on a large pool of players (part of the old school sandbox formula), while allowing players to mix conventional LFR mods (which will often have better magic item bundles) with MYRE events for a change of pace.
Are these open to the public? I'd like to have a look at them. I'm tempted to log my own campaign onto MYRE, although I'm unsure whether that's possible and wortwhile.
Each level band (H1:1-4, H2:4-7, H3:7-10, P1:11-14, etc.) has its own MYRE 'module', which is just a shell containing the MRYE guidelines for that band. So technically, you'd need to schedule a MYRE event to download the PDF.
The question is, are you interested in your player's characters having portability in public LFR campaign events (conventions, game stores, etc.)? If not, then MRYE is like hanging a giant anchor around your neck. You can always sanction your home games as generic RPGA events to collect the DMing bennies, and ignore all the LFR rules.
If you
are interested in PC portability in the public LFR campaign, then MYRE is a gift from the LFR gods.
Here's an easy breakdown for you though...<snip>
Since Peter brought up the high/low mechanism, let me put that in context with sandboxing since this is another trade off where you can go all subversive on LFR's fat ass.
Normally, I've signed up for a slot, I sit down, the players all introduce themselves to each other, we discover our party composition (race, level, class, etc.), the DM reads the mod intro, and then asks "high or low?" This is when the OSR grognards start wadding their panties (JUST KIDDING!!!). Basically, you get to order your difficulty level off the menu before the meal is served (OMG, VIDEOGAME!!!). The DM has two sets of stat blocks for high and low, and also has guidelines for adding or reducing critters from each encounter based on the number of players at the table. As Peter mentioned, the high vs. low decision also impacts the total XP award, since the encounters are budgeted in advance for the difficulty level chosen.
I think MYRE events can safely chuck all that internally. As long as the PCs leave my MYRE1-1 event with 520 XP or less (and I don't commit any serious rules or setting
faux pas), then the precise details of how they earned that XP is a black box of my own design. To use a software development metaphor, I think of the MYRE format as a
design by contract interface to the public LFR campaign continuity.
So, instead of picking 'high' or 'low', the players start the session in town looking for adventure leads (skill challenge). For each potential site-based adventure they discover, they will be given a general idea how tough it will be, and make a decision based on how strong they're feeling tonight. If they're feeling lucky, they can ignore even that hand-holding, and just start poking around in hexes if they like; it's their 4 hour time slot, and its up to them to figure out how they want to get that 520 XP.
That magic item bundle Peter mentioned? They have to find and secure a treasure chest/vault/stash in order to earn that bundle. That target stash also has the 'Quest XP' attached to it, so there's another XP booster. If they manage to ace the 520 XP early, they can declare victory and go for soda if they like; if they keep playing I'll make sure they know that they're XP capped for the remainder of session; maybe they still need that bundle or they're just having a good time? Its not true old school, but it certainly injects a sandboxy vibe that LFR (otherwise) utterly lacks.
I still have lots of prep work on this scheme (all sandboxes are hugely front-loaded this way), but I hope to give it a test drive this summer.