Rather than follow an adventure path or module, I have run a couple campaigns where I have done very general preparation and then let the players run the story as much as I do. Many of my major plot decisions are on the spot, improvised reactions to what the players are doing. I don't set things up with a princess to save and the purpose of every single NPC to guide them to that end or the purpose of every monster to be an obstacle to rescuing the princess. I try to let the players explore where they will and I will often make up NPCs and plot twists on the fly. They can forget about the princess, hire a doppelganger to impersonate her for the reward money, or go do something else entirely. It's hard to do, but so far the feedback from players has been very positive, although I find not all players are suited to this (there is such a thing as too little direction for some players). I've had veteran players and completely new players, and I believe it can work regardless of player experience. But like I said, it's challenging, and I post this topic in hopes that I can gain more insight from other GMs who have done this or something similar. Example: I had the players start off as prisoners of monsters underground. They escaped, so that was a pretty straightforward goal I set for them, but after that they did their own thing. I gave them a map with nearby towns and cities and let them discuss between game sessions where they wanted to go and why. Did they want to go seeking adventure in taverns, become Pathfinders, or come up with a more metropolitan way of seeking fame and fortune. They decided they wanted to get into crime and seek money that way. They picked a city and started looking around for underworld contacts, and I gave them options and different ways to get into different organizations and to make different allies or enemies. Eventually the way things worked out is that the players were running their own branch and each of them had three characters. Each session they would pick one of their three to carry out different tasks. Sometimes they would pick from a list of possibilities I had generated for them, and sometimes they'd suggest their own ideas and I'd do my best to improvise on the run to make the story go that direction.