Lanefan
Victoria Rules
Might be bad design, sure, but even though the decision both appears at the time to be and later turns out to be meaningless and-or irrelevant, it's still IMO authentic in its making. Not that in the long run it matters.I don’t know about that. There’s nothing true about the decision, right? No elements relevant to a character, no clues about what’s down each path, no hint at consequences, no actual consequences… hard to see what’s authentic about it. Seems mostly like bad design.

Partial dis/agreement here. The GM should have some ideas as to what comes next and maybe even have those ideas written down such that if things do progress as intended she's ready to seamlessly flow into the next phase. BUT - and here's the key bit - the GM's ideas on what might come next have to be considered as expendable in the face of whatever off-path things the players/PCs cause to happen next.Sure, it’s not a certainty. But it’s certainly steering things. It may not be a hard right turn, but it’s at least a little nudge to the wheel.
It reminds me of something I was thinking about in regard to a campaign of Spire that I just wrapped up with my group. I made sure that any and all prep I did was about the situation now and the players involved, and never ever planned anything sequentially. I never committed to what was next for the PCs. Never anything like “once the PCs realize that the corpse fruit is being alchemically turned into the drug ambrosia, then they will confront the retroengineers responsible” or “once they speak to Trill the addict in Threadneedle Square, then they’ll go to The Sisters’ compound”.
Investigative adventures can be difficult to not sequence like that. I think if the GM has steps in mind…this will happen and then this which leads to that… that’s problematic (if we’re valuing player freedom and that sort of thing). The GM shouldn’t be deciding what’s next.
The problems IMO arise when the GM won't allow their ideas to be expendable.
I'm running a mystery right now, as it happens. The PCs have been asked to find out what became of another adventuring group who went into an empty Roman-villa-like manor house and simply never came out.
There's a nasty chute trap in there behind a few secret doors that teleports anyone falling in into a prison cell a hundred miles away or so; someone in the previous party fell in and the rest more cautiously followed, and of five adventurers three got killed at the other end, one escaped into some caverns, and one switched sides and joined the enemy out of self-preservation. The PC group are more powerful than the first lot and thus have a better - though not certain - chance of a better outcome.
Adventure design critics would probably flay this thing sideways were I ever to write it out in publishable form: most of the villa's rooms are empty and trashed (the previous group took out the foes and treasure), the clues that point to there being more to this place than first appears are quite subtle and easily missed, there's a few cases where missing one clue or element means they simply can't access part of the place, and it's very possible they'll fail outright in that they might never find the key thing noted in the spoilered bit.
And I'm fine with all of that. If they succeed then I know what comes next, and if they don't I'm ready and able to wing it from there as they figure out what to do next, whether there or elsewhere.