For instance, while I said earlier the idea of the megadungeon in the Stolen Lands sounds awesome (and still think it does) I could see that causing issues with some of the players that I have played with over the years. The main issue being that a lot of my players do not like the idea of ever leaving a dungeon unless every single critter inside has either been freed or killed. Granted, there are things the GM can do to handle that, but that is a different issue.
I think the group can definitely play a large part in determining this, absolutely. My players have been much more organic in their thinking in this campaign, as opposed to simply being a band of adventurers out to kill everything. Making them royalty has certainly had a change in mindset as to how they play this one, and it has been for the best, I assure you! They don't necessarily seek to "kill everything," for instance. They haven't always cleared entire dungeons just to say they have, but have gone in with purpose and, when achieving that purpose, sealed the place back up and made it next to impossible for anyone else to fine (as an example).
Basically, they haven't been XP sponges. Their mindsets have been far more focused on the mission of growing a kingdom and political intrigues. They do what they think is best for their kingdom. It's been a blast!