I think you may be missing the point Clavis.
People who like RPGs are not usually the people concerned with outcomes. They want a deterministic game which responds to their choices. When they find themselves restricted from making the determinations and decisions they feel compelled to follow, their joy is diminished. The point is not the destinations per se, its about being able to travel the road you want and exploring the destination you arrive at as a result.
I feel that they are concerned with outcomes, but they want only theirs to come about. Which is counter to most rpg's, you can't always 'win' that would be boring. You can't always succeed when your going up against another person, or even magic. If you could what would be the point in playing? You already know whats going to happen in the end. You wrote the story in your head, word for word, because only your choice matters, making the need for fully fledged npc's with there own goals, and motives absolete (blah can't spell). Which in turn would break the immersion, because you the player already know the outcome to every decision. YOU WIN.
When you playing and everything happens just the way you want it to, there won't be any big suprises cause those surprises, will just work in your favor. Again you already know whats going to happen. If your a murder hobo you kill it all, it dies. Why even have a roll in combat, or chance to die. same goes for conversation why even have them. Just have a list pop up, chose your action. If it's nettie dies, she simply slumps over dead for example.
What if you fail with Nettie (knock her out) come back to her apologizing, or her having turned the entire druid circle against you. Maybe she leaves and tries to hunt you down? Could be you failing, knocking her out, and saving the other druid has a repercussion with that other druid. (halsin I believe) He hears about Nettie trying to poison you, you knocking her out, and you coming to save him. Shows that even though your not good at talking, you still are good, because you didn't kill her when you could have, and you saved him. Creating further depth to the story and your own character.
This creates stories within stories, and depth to an otherwise image on a screen. Pulls you in and makes you think about alternate choices in case you fail.