What I've always struggled with when it comes to multiple choice text adventures, as opposed to input types, is how you make a game where a player's journey is heavily influenced by their decisions. In other words, making their choices matter .
The basic idea of most adventure games is to get from point A to point B without dying, but if all we can do as game makers is give the player several different routes to point B, then it essentially matters not what choices they make.
I want to avoid the obvious 'Door A leads to safety, but Door B leads to death' format, because I think killing players is largely unpopular.
Any tips or advice on how to successfully and effectively give players choices that really matter, would be very much appreciated.