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From a GM's perspective, creating a deep setting and plot for this format – I'd bet even Revan would be impressed. Because in real-time, you don't have time to come up with things on the fly or adapt; everything must be perfect and meticulously planned from the very beginning.
Adapting to player actions is normal for RPGs, and I wouldn't say that something so serious and requiring immediate improvisation usually arises during the game that it causes problems. Rarely is everything detailed to the smallest degree; instead, it usually consists of a series of notes outlining important plot points, with some game mechanics information. And, as a rule, if the party goes in an unexpected direction, you can come up with something in your free time between game sessions. You're not spending the whole day here, as often happens in expeditions, but rather a couple of hours, once or twice a week (if not more often). And these hours fly by very quickly.Author
Unless it's some linear adventure in the style of "a group of explorers went into a dungeon," I can imagine that, but that's just one possibility out of many potentially more interesting ones.
Usually, it's simply divided into modules, each of which represents the main "plot" quest and a number of side quests, which may or may not be related to the main one. And the breaks between modules are usually longer than the breaks between sessions.