So since you see the difference do you see that in achieving what I want to (a complication in the encounter) my method is superior to yours as yours only gives the chance that there might be.
Your method is only 'superior' if you believe it is good to make an option impossible.
Here's a completely different example that illustrates why I feel that what you call 'superior' is actually 'inferior':
One of the design decisions in 4e was to radically reduce the number of immunities for monsters. They decided that backstab works on undead, and fire elementals can be harmed by fire magic.
I'm pretty sure at this point that you feel this was a terrible decision, while I happen to think it's an excellent way to make sure a pc isn't completely useless in an encounter because of the character archetype she chose (a rogue, or a fire mage)
How many reports have you read from rogue players that enjoyed the 3e 'Age of Wyrms' AP? Thought so!
There was nothing to discover until you made it all up at the end... And you can't see how unsatisfying this might be to some players, playstyles and GM's...
Of course I know that - I'm not new to this board and neither is this discussion

And it's always the same names that show up on one side of the fence! My view is just as immutable as yours: It cannot be unsatisfying if the players never know! The illusion of choice is just as satisfying as a real choice (off-topic aside: actually science tells us exactly that: choice _is_ an illusion!).
"Hey guys you didn't actually solve the mystery because thre never was one it was always going to be whoever I decided it was when I decided it..."
This isn't about solving a mystery. That's what detective novels are about. My campaign was about saving the world from an evil force. This is D&D after all
See, if I made up a mystery story and decided it's to be about a murder and then decide who was the murderer, his motive and modus operandi and the hints that are there to be found, then everything has been decided beforehand by me.
All that the players get to do is to 'replay' the scenario I had in mind when I created the mystery story. They have to follow the breadcrumbs I placed for them, otherwise they won't solve the story.
There's a very real possibility that the scenario I had in mind is flawed: The motive isn't as compelling as I thought, some other npc would have had an even better motive, the hints aren't as clear as they could be, or worst of all: the scenario could never have happened the way I imagined because I overlooked some detail!
Now what to do? How do I 'fix' my scenario?
If I'm married to my initial idea, the players will simply never solve the mystery. And this isn't because they didn't have the right idea, but because _I_ didn't have the right idea!
What I'm doing is allowing for the chance that I'm not always right.
If I give my players narrative freedom, _they_ decide what the scenario is. Everything can happen based on the choices they make and the theories they develop. Note that this doesn't mean, they will automatically 'solve' every 'mystery': If they fail to come up with a compelling solution, they won't.
How can this not be a 'superior' approach, if, after play, I read my players' adventuring journal and find that the story it tells is much better than what I had originally in mind?
Have you ever wondered why authors always have someone who 'proof-reads' their stuff or even post whole chapters on the internet before publishing a book?
It's because they realize that no matter how great their ideas might seem to themselves, they'll get valuable feedback that helps them to write an even better story.
Are you suggesting it's arbitrary to say Seduction or Etiquette or Bribery won't get them across the chasm?
If the adventurers decide to seek aid, or suss out another route, then those skills may play a role. They won't get them over the gap, however, arbitrary as you may consider that to be.
It 'might' get them over the gap, if those skills result in the gap being closed. Those skills might also help them to make the task of crossing the gap easier.
If the players are spending time on something, it's because it's interesting to them, so I can safely assume they're not bored or they'd be doing something else.
Not necessarily. If my players spend an hour trying to solve a puzzle I invented to unlock a magical door ((because I decided beforehand that solving the puzzle is required) all it shows is that they're really, really interested in getting through that door and not that they're having fun solving puzzles.
I do my best to avoid using the word 'hate' to describe anything related to something as banal as gaming, but there's probably nothing I dislike more profoundly than this approach to roleplaying games.
I know
The only thing you've demonstrated is that some people don't know how to read maps.
Well, you know, as it happens, one of my players lives in a new housing area that is not on any GPS map yet. I think that demonstrates quite well that no matter how good you are at reading maps, sometimes it won't help you one bit
And another fun fact: The place I work has been entered incorrectly in electronic maps. If you search it on Google Maps using the correct address, you'll end up in the wrong place!
Naturally, the error was reported but even after more than one year, it has not been corrected. You can find the correct route on our website, but I guess you can imagine how many of our visitors call us asking for directions because they trusted their GPS
