It happens all the time. We want quests to be more interactive and player-driven, and that means multiple paths to the same goal. It's the right instinct, but it means thinking in parallel as we design.
This is a small web demo of Quest Paths. The real tool runs in Python and is much more robust: 7+ approaches, 75+ verbs, rules from more than a dozen shipped and 10+ AAA games, and a save, edit, and “build from scratch” system. I'm constantly adding to the full Python version to use on my game projects.
Try this tool for yourself. It takes about a minute.
This toggle only changes how sneaking works. Every other option is a standard demo option, not a rule from either game.