That's precisely the problem though; I want the player to force events to unfold in a desired way. If the game can always continue from some other there, then there was no point in picking a specific here as preferable.
I'm confused. Earlier you were saying that it was OK for a PC to listen at the door, hear there were guards, and then choose another way around. Now you're saying that's wrong somehow? See:
If there are guards on the other side of the door, and hearing them playing dice is contingent on my investment in Perception, or perhaps something like burning a charge on a Ring of X-ray Vision, I might have access to that information and change my action declaration to mitigate the risk, probably bringing in whatever the stealth rules are, or finding another way around, or perhaps I don't successfully employ whatever mechanic governs knowing that, and we're in consequence town.
Or are you thinking that if the PCs are trying to go from A to B, get stuck because of a door, and take another passage, they can't still get to B?
Anyway, for whatever reason, picking
here was preferable to the PCs, but they couldn't get through
here, so they went over
there.
I don't know how you game, but my players don't get an entire map of the location, complete with the location of the inhabitants, traps, and other hazards, before they go there. Even the time they were doing a heist on one of the PC's family estates; the character didn't know
all the details. They have to explore and learn those things. If they picked
here, it's because
here was convenient in some way: it's the front entrance, it's unguarded, it's the only way they found, the path seemed easier, whatever. They are not going to have any idea that
here is preferable
until they explore.
I get this, but I'm saying it undervalues the player's choices; I want players to have the capability to make both good choices, which necessitates they also have the capability to make bad ones. If the quality of consequences they face exist independently of their choices, then the choices are necessarily less impactful.
The ability to make bad choices is built into fail forward design. In fact, it's a lot of its point, which is, they're not going to get a "nothing happens" result. Instead, something
will happen. Whether that thing is good, neutral, or bad is up to the typical combination of player actions and dice rolls.
That is exactly like in tradgaming. The only real difference is that it's more clearly spelled out in many modern narrative games, including when those consequences are supposed to happen, where it was more of an assumption that GMs just
knew this in many older tradgames.
I'm saying my ideal state is to be so constrained by my player's decisions that they must get the result they want, because the NPCs and situations I've introduced have been sufficiently manipulated by their decision making that I cannot change the outcome from what they've forced to happen.
That makes absolutely no sense to me.