I would like if my decisions have impact, but I wouldn't like if the game dictates how I should react even if I reacted otherwise before.
If I save the first poor lad, why should it be dissalowed by the game to kill the second poor lad? Maybe I liked the color of the trousers of the first one but the first sentence of the second one makes me decide that I don't like him. Maybe I have a good and a bad day. Doesn't matter, I want my choice.
What matters is if that choice will have any impact. Something like this:
lad vs bandits (lad has a wife but you don't know this yet, you meet her later in the game)
1. help lad/kill bandits
1.1 lad gives quest to retrieve object A from bandit leader, you get the option to talk to the bandit leader before the fight
1.1.1 switch sides for money, go back and kill the lad - tag "lad killed"
1.1.2a persuade the leader to give you object A (or buy it)
1.1.2b kill the leader and his man and take object A - tag "bandits killed"
1.1.2.1 give object A a to lad and take money - tag "object retrieved for money"
1.1.2.2 give the object to lad but refuse to take money - tag "object retrieved"
1.1.2.3 kill lad and retain object A - tag "lad killed"
2. kill lad/help bandits, they take you to their leader - tag "lad killed"
3. you do nothing, bandits kill the lad and go away - tag "lad killed by bandits"
If you talk to the bandit leader outside of questline 1 he will offer you membership if you proof yourself.
You get various "evil" quests, including stealing, robbing and murdering. (Each is moraly more "bad" than the one before.)
1. You do them all. - tag "bandit membership"
2. You refuse at one point.
2.1 You kill the leader and his man and take object A. - tag "bandits killed"
2.2 You run away.
If you talk to the leader while you have the tag "bandit membership" you can fight with him for leadership, take object A. - tag "bandit leader"
You later meet the wife of the lad with following tags:
"object retrieved for money" - She recognizes you and thanks you.
"object retrieved" - She recognizes you, thanks you and gives you object B.
"lad killed by bandits", without "bandit mebership" or "bandit leader" - She doesn't recognize you and asks you to find the murderer of her man, you go to bandit leader and talk.
1. You kill the leader and his man, take object A and get object B as reward. - tag "bandits killed"
2. You switch sides for money and kill the woman. (And you can now follow the mebership line.)
"lad killed" or "lad killed by bandits" with "bandit mebership" or "bandit leader"- She doesn't recognize you and asks you to find the murderer of her man.
1. Frame bandits and follow the line as "lad killed by bandits".
2. Kill her, take object B.
3. Tell her who you are (murderer, member, leader) and treat her so she won't do anything about her husband.
Other effects of the tags:
"bandits killed" - While you travel in this area, no random encounters with bandits anymore.
"bandit membership" - While you travel in this area, random encounters with bandits as friendlies and humans or monsters as enemies.
"bandit leader" - While you travel in this are, no random encounters with bandits anymore and you can periodically retrieve some money in the bandit hideout.
People in this area will sometimes react on one of these tags.
This is how a good non-linear questline is built, several decisions who lead back and forth to different points between the lines and influence other decisions you can make ultimately ending in different outcomes that each have a different impact on your future doings.