That totally depends in dm/pc:s. Some dm styles cause players to rebel very easily because it always seem world is against them, every npc is jerk, traitors, and if there is some nicer one, that npc always dies. In horrible way that players can't stop.
Your story would sound very different what kinda dm is running it and to what kinda players.
You didn't answer my post really. But told this story. But I answer that one.
I was trying to say, that dm can't at the same time say "game for you ends if you go evil" and constantly build "traps" to corrupt pc:s. Unless that replaces "death" in game, and that has been told. Otherwise it is bad behavior.and seems dm likes to play "evil" stuff way too much and wants just pc:s to be good guys so they are easier/more gullible/ready to accept quests without rewards and high chance of failure.
I despise these "always be good so I can laugh at and abuse your pc:s" dm:s.
They are often same guys who think CN = insane, does random actions, pretty much same as CE (and you see that the way npc:s of said alignment).
However I add it was rather common back in a day to say if you go evil you become npc. Still so in some games we play. Player actively go for "evil" choices. Without constant dm manipulation that is. This is probably same player who likes player vr player fights and likes to talk how "my character would so kill your chracter". Based on my experiences naturally.
Protecting child from evil can be fun adventure unless run by these dm:s. I mean when you aren't set for failure. I woudn't like that kinda plots when I am new in group.
Killing the kid is not really "corruption" plot-line. It is too simple and easy choice to protect kiddie until their evil ritual date has passed. And kick some badguy ass. It would get old soon, if it would be constant thing and we could do nothing else for fear it would happen again. Boring. Plus I hate being reactive all the time. If I feel I am two steps behind baddies I will start doing things so that they would react to me instad.
What you told earlier about rings/choosing who will die I would hate. Well maybe it was pc idea and your players liked it, for me it would be just two wrong choices. Unless it would make sense, like party's allys would be targeted by assassins and we would be awere of clear and present danger, then we would try to arrange our friend's some pretected area etc. and some of them would just refuse to leave their lives. Which happens in real life too, some people rather risk dying than abandon all they know.
Unless it is like that it smels like relationship thingies when asked to "choose me or that friend of yours, or I leave you, show me which you love best".
Ok, if there is no in-game caring involted and protection is merely political/alliance thing where certain risks are acceptable.
Based on what little I know about your games, I'm pretty sure, that even if there is some things I really like there are some serious style-clashes. Also, I run games to evilsih pc:s (mosty greedy, powerhungry, ruthless sector rather than psychotic demonworshipper peasant-slayer). I don't think D&D is all about heroic game. I love rather many styles.
I am not sure what to say. Except that there are will always be bad DMs just like there will always be bad players. Or people trying to play together ti who have very different play styles.
Right now my players are several steps behind the bad guys but that is because the bad guys have been planning this in secret for years and the PCs just found out about a month ago. Right now they are reacting and looking for information on what is going on.
As the pieces fall into place and they have more information they can start acting instead of reacting.
This is not a sandbox campaign there is a megaplot of Tiamat coming back to wage war once again. So with this kind of campaign you start by finding information and identifying the bad guys first.
As for the rings there is information that the party needs in both directions. To the north was their one ex party member and his baby girl and to the south the other party member. I had intend to kill the one NPC to the south no matter what. There was no way they could have gotten there in time.
I knew that they would want to investigate his death which leads to some new clues in what is going on and it also helps me take care of an NPC I really didn't want to keep around and introduce a bad guy at the same time.
I figured that they would head north because it was a few days journey and they were planning om going to see why the druids had seemed to have gone nuts. So I basically killed two birds with one stone.
This was not about choosing which person you liked more it was which outcome do you think you have the best chance of effecting. The friend two days away or the friend two weeks away.