The Dark Avenger said:
And besides, the old aventruers were railroady as hell.
Actually, I can think of a few CT adventures I love because they aren't 'railroady', specifically 'Signal SK' and "Divine Intervention'.
Signal SK you are approached and offered a job. Either take the job or no. Of course if you do then there is a chain of events happening along the roller coaster ride you set signed up for. If you turn down the job, well then press on (and a good GM will be setting things in your path to 'encourage' you to reconsider).
Divine Intervention you are approached by a 'mysterious agent' of 'somebody wanting to hire you'. You're never threatened, if the players don't accept the job this agent just leaves and the GM gets to wing it from that point on. Kill the guy? heck now the adventure is disposing of the body and cleaning up the mess. Not easy when you're strangers on the planet. Accept the job? no railroad there you find the target, get in, investigate, carry out mission objectives, split.
Now let me mention one of several adventures I've given negative reviews to. It's free but still, ugh. The players can be local cops, or mutants, or criminals, or a 'rival gang' or bystanders. Some of these groups have reason for going to this club... cops ordered, criminals looking to score, rival gang looking to takeout someone on their turf, mutants is their preacher (or momma busting your chops on what the preacher is concerned with). Innocent bystanders are just "poor mooks who got caught up".
Ok, so cops go in do their under cover thing, no biggie.. they're under orders the entire 'adventure' so forget them (this actually removes one of the only three encounters in the module).
Everyone else? gets caught up in the raid on this first location. Period. The police have this place so surrounded you couldn't squeeze a dime through it let alone ANYONE escape. So you go downtown. Now you get interrogated and strong armed into doing the cops job for them at the third location (jail is the second). If you don't want to? They threaten, use the equivalent to our 'Patriot Act' to hold you indefinitely with no charges (or heavily threaten you with that) and even stage a fight in the jail cells hoping you'll crack and give in.
So you're bumbling band of whatever misfits you are playing are told to go investigate the third location, infiltrate it, steal all the info you can find, and bring it out. Due Process? huh what's that? Search Warrants? Heck the cops have you even though forcing you to do this makes you agents of the police and under our laws, any evidence brought out is worthless. You get hurt? ooops, Cops don't know who you are.
In the end, the entire third location is a scene out of a classic Keystone Cops movie. One hand didn't know what the other hand was doing, and someone else was picking your pockets at the same time. Was some larger agency in on the entire thing? OMG was someone shot?
THIS my friends is a 100% railroaded 95% linear adventure. Soundfiles that add nothing, Go from A to B to C without choice or we'll totally screw over your civil rights, no options for something different each location beats you with a sledgehammer to get you to the next location.