Me, too. Especially if I include some special "systems" in the map like and elevator that will take you into another map.
I'm doing the same. Complete interaction with what I think a player might like to check out, and from each logical linking to other events if they show purpose followed with the fact that you won't discover more than you actually want. Eg. sometimes you need to check something more than once. Sometimes something you read or learned afects an event on the other side of the map and only by thinking about it, or just bumpin on it accidently, can lead you to a particular discovery.
I'm also trying to make specific talks and speeches for each npc in game but trying to make it sound logical. E.G. an npc that never saw you before and is suspicious by nature will not say "Oh I like flowers, do you like flowers? I have a chest in my house full of flowers under which you can find a rare axe and sell it for 5000 gold, mind you? But don't touch that vase over there, I hid the key there."
At the same time I'm trying to push a linear game with specific events going on, common for a jrpg, without a person thinking they're forced to do something and don't have time to explore something else. Kind of, I'm trying to make a game with a flow of major events that will appear more like a big chain of reactions than actually a predefined path.