I've read through this thread and a couple of things stand out:
1 - There is a LOT of knee-twitch DragonLance hate here. Actually, some of the modules are excellent and their map designs were breakthroughs at the time. They made a ton of dough for a good reason;
2- None of you have mentioned what specific mechanic Hickman invented and used to introduce, maintain, and advance the story in his adventure design. Hickman's main contribution to adventure design was THE EVENT. Prior to Hickman's contributions, we had encounters -- we didn't have "Events" which took place at a pre-determined time or otherwise independent of players entering a room which were designed to maintain the plot and advance the story. Gygax didn't do that. Arneson didn't do that. Neither did Jaquays, Cook or anybody else mentioned here other than Hickman. Events were NEW. They stayed with us and have remained a fixture in all modern adventure design since. THAT is the contribution of Hickman - and it is why he has had more of an effect in modern adventure design than any other designer. That contribution was far more important than any other design element -- or person -- mentioned in this thread with respect to adventure design. THAT was Hickman; and
3. WOW. I appreciate that this is a forum discussion dominated by D&D DMs where homebrew tends to be more the rule than the exception, but the suggestion that inter-locking adventures and meta-plots is somehow passe is an eye opener into the biases of some posting here.
Quare: What do you think most GMs of Pathfinder Adv Path or Starfinder Adv Path would have to say about the importance of the Event as a means of introducing, maintaining, and advancing the story in modern Adventure Path designs? Might that possibly -- just maybe -- have something to do with the contributions of Mr. Hickman that is under discussion here?