Island Design Theory

I can’t remember the last adventure I ran that actually moved in a linear fashion. Often, I find that if I am running a pre-gen, or have built an adventure with a definite plan of execution, it ends up one of two ways. The players swing the story around like a rat flail, mangling the world until the story fits their play style (while I weep in despair over my beautiful creation), or I reign them in and keep them straight on the planned course only to find them not enjoying the game as much.