Based on who's definition? lol. I mean, I think Paul's is too restrictive, by his definition essentially there's no such thing as plot in RPGs. OTOH maybe Pemerton is at the other end of the scale. I think, personally, some degree of what I would call plot is mostly inevitable, except in 'crawl' type scenarios, like KotB where the PCs just go room by room in whatever order they feel like and pretty much clean up. G1-3 is more typical for most TSR modules, there's a very weak plot that basically lampshades linear progression through a series of encounters. Then you have something like A1-4 where the thing is 100% on rails.