>>724048758
You can't really stop it but you can make the experience better for everyone else. My rule of thumb if I was a dev would be:
>Make choices as clear as possible for players to understand the consequences fully during the dialogue
>No "bad/loser" paths, just different. If a choice kills somebody, both choices should kill somebody. If a choice gives a reward, both choices should give a reward. Even if the outcome is different, rewards should be consistent.
>Design evil and good choices in a way that neither skip content

And this isn't exactly related to guides but I'd also stop using skills as autowin dialogue choices, I'd make choices affect worldstates and I'd create dynamic conditions that rotate per playthrough, like
>"oh, on this one run the evil lich dude has awoken and is using his agents to kidnap victims, so there are more undead enemies"
>"in this one playthrough, reptilians are taking the shapes of people, so npcs you may have known before are now fake and conspiring to usurp the kingdom"
>"in this one playthrough, a false chosen one is risen and gathering followers, including potential companions"