is it just me? or do the rest of you feel that RPGA modules are heavily railroady?
Their strength is that the GM doesnt need to prep but i normally prefer sandbox settings where my characters can explore their goals, motivations.
To me these are the strengths and weaknesses of RPGA adventures (I find that there are other advantages to RPGA gaming in general, but I'll try to stick to just the factors related to the adventures themselves).
Strengths
1) The ease of preparation and levelness of the playing field make the RPGA games accessible to us old fogies with jobs and families and no time for regular home games. [This is the only way I am playing D&D right now, and for the last 10 years or so.]
2) Prep time can be small or zero, and yet the group can still have a very nice time (of course the adventure plays out better with more prep time, but even with zero there is still a lot of fun to be had).
3) The adventures are easy for new DMs to run in a way that is fun for the group. I've played under two DMs now who never played an RPG before 4th edition. Barely a hiccup in the delivery for both.
4) The adventures are reasonably easy to finish in a single sitting. Some DMs who are more accustomed to freeform home games have a lot of trouble finishing in a timely fashion, but there are some of us out there who can go in well under time, and yet still have a group of people enjoy themselves from start to finish.
5) Although they are combat-intensive and roleply-lite, they don't have to be roleplay-zero. For many players, RPGA adventures offer enough opportunity for roleplay that they are satisfied.
Weaknesses
1) Little time or place for extensive in-character roleplaying. With the exception of RPGA games played in a home environment, there is usually only a small amount of time available (if any) for truly immersive roleplaying, and the standard RPGA adventure format often has little or no opportunity available for even minimal roleplaying other than during the introduction (and often but not always in skill challenges).
2) There is little wiggle room for truly clever ideas to take these linear adventures off the track. An experienced DM might be able to roll with the punches (and with the new 4E RPGA he even has the authority to do so), but you can't count on having an experienced DM - many DMs will resist departing from the presented plot.
3) The adventures themselves are usually formulaic and predictable. Introduction-Combat-Skill Challenge-Combat-Combat-Conclusion. Sometimes the order is switched, sometimes the number of each element is changed, but that's the gist of most adventures.
Conclusion
Strength #1 trumps all the weaknesses for me. That doesn't mean that it does for everyone out there. A player who really likes immersive roleplaying, doesn't enjoy an evening of hack-and-slash, and is playing in a regular home game that fits his style will probably have a terrible time playing a typical RPGA adventure. But have that player move to a new town and not play at all for a couple of years, and he might just find that the RPGA adventures are fun and worthwhile, and certainly a whole lot better than not playing at all.
In addition, I know of many people who enjoy both styles of play, and have a regular (immersive roleplaying) home game and enjoy regular hack-and-slash RPGA adventures.