I'm not sure why that imagery comes to mind, as it is a little harsh if applied to RoEII's players. I do find sometimes that the adventures feel somewhat predestined - it is hard to see how characters can influence the outcome sometimes, and I'm a little perplexed as to how anyone survives to mid much less high level. That said both I've been on have been fun, even if 'success' always seems to get a little further away with each action - doubly so if other players are involved...
Adventures are primarily intended to support other action, giving a bonus on the DAC. In some cases adventures can substitute for other actions (but that is largely outside the scope of a PbeM - it's more appropriate for a PnP game). And adventures are good for resolving events/rumors (some of them anyway).
Adventures only get interactive when things get interesting (and I have time). Interaction is limited by the medium of the game; its a strategic PbeM - so by necessity what we write and post are only glimpses of a larger picture. Choices are limited and often fairly simple (follow the lion or get the hell of that mountain) - by necessity.
The contents and result of adventures will also be dictated by the action it is supporting:
- the characters supporting the Caelwode campaign are largely at the mercy of the result of the battle. They can do something on the domain level, but not too much - they are simply not that powerful (well, maybe He is, but not the others).
- when Robhan and Maire go rock-climbing it's only an interactive adventure because I have a tale to tell; onyl that hopefully involves some ethics and a couple of player choices. But that's it.
- the Ilien adventure is more open. Here I'm all for letting the players help shape the story, and will even let them get away with more than they would have had it been down to only the dice. But here too the adventure must by necessity move forward and be concluded within a short time-frame, offer some fun moments, and at least some choices.