Paul Farquhar
Legend
The thing about a series of modules is they have fixed fix points, or nodes, at the beginning and end. Module 1 has to end where module 2 begins, and so on. The longer the series, the more of these nodes exist, so the less freedom the players the players have in guiding the overall narrative. Which was why DL1 was better before the rest was published. And the time it was just like all the other published adventures, with a bunch of undefined pregens and the possibility it could end differently.I know the modules came first, but I strong disagree that they were not railroads, especially when sat beside classic adventures modules. It's called the Hickman revolution for a reason--they were the start of something very new in adventure design, and to my mind the inception of what eventually would be come "adventure paths."
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Some (but not all) WotC adventure books use this same format. Chapter 1 has to end at the start point for Chapter 2, and so on.