I don't like rushing the MQ. I want to take my time and save some of the larger parts of it for a later date. I played Skryim for a long time before I ever started the MQ and it felt about right. If I wanted to run away and be a nirn-root farmer for the rest of my days, who was to argue with me?
In FO4 It annoyed me to no-end how right from the start we were set on a path of revenge for the murder of our spouse and a ridiculous sense of urgency to rescue our son. Not a good start for a supposed RPG. That's called railroading somebody into being a certain character with a certain narrative. If we must have a spouse, and a son, they should have been left, frozen, in the cryo-chamber, together, to be rescued, or not, at a later date. Then there wouldn't be such a rush to complete the MQ. I mean we've already been in there 200+ years right? Surely there's enough time to explore the commonwealth and train ourselves a little before taking on the big bad guys.
For my own personal roleplaying, I decided to stop when the minutemen were able to build such a complex device to teleport into the institute, within minutes of receiving the "plans". Yes. I've forsaken my son, because I just can't stomach the idea of these peasants, who can't even build their own bed, let alone lay down a pallet, and after hammering for almost a year still can't seem to fix the holes in the wall, building such a complex teleportation device. I'll probably wind up rushing through the MQ eventually out of boredom and curiosity, but for now, things are at a stand-still.
Who else feels my pain? Alternate starts mods will be nice but there will be a ton of dialogue that has to be reworked because of Bethesda's linear narrative.