It also sounds like most of the adventures I've seen WotC produce.Altalazar said:If your plot requires players be absolutely unable to do something or require them to be absolutely unable to figure out something until times designated by the DM, it starts to smell and sound like railroading to me.
But seriously, consider just about every movie, novel, comic book, and other adventure-based tale written. Almost every one of them involve twists, turns, unexpected facts, and other items that change the direction of the story. D&D is the only facet of the fantasy genre I know of where people expect to be able to jump through to the end and eliminate the big baddy, and where the right question (commune) removes any sense of ambiguity from the tale in regards to morals, ethics, and best course of action. Sure, these can be "trumped", either through more magic or simple GM's fiat (the "How To" thread has several shining examples of just that), but that just turns back to the one-up-manship problem that high magic eventually escalates to.