>>43357140You're being unreasonable, but not for the reasons you're thinking of. If you plan for these choices ahead of time, inevitably your players will trash it somehow. Things will not play out as you expect. They might have some magic or explore some unexpected line of thought to do something 'right' anyway. They might not even think about the problem the way you do, like their morality might find a certain course of action correct. Or they might have in-character justifications such as church teachings. Or maybe not. Point is, don't plan on there being X number of plausible outcomes. X always = infinite.
If you really force the players to stay on script, then you're railroading. You rob them of their agency. That's the unreasonable part.
My advice is not to think of these situations as branching paths. Discrete locations, npcs, and such are fine, but not decisions. Just present the scenario as you like, watch how your players adapt, and then react to that. It may turn out that you just happen to wind up with a no right choice scenario. Or not. Both are fine.