Still this does not mean that my characters have to follow every dumb adventure hook, even when obviously retarded
And then we're wrapping up the game early and playing Settlers of Catan then because I spent my week working on this (hypothetical) story arc and not planning for "What happens if the characters ignore the adventure seed because they deemed it stupid".
Sorry, that's being a world class jerk and ridiculously disrespectful. "But that's not what my character would do" is no defense for being an asshat.
I am deeply sorry to say that, but if that is what a GM I am playing with is getting out of such a reaction then it is time to get another GM for me. Which happened in over 20 years of pen & paper exactly one time for me.
Furthermore:
You make it sound like a week's worth of work was in vain just because a single adventure hook was ignored. That adventure will still be played in one form or another, just with something more more fitting for the group or down the road in 12 months with the same players, but different characters which might react to the same hook different. Whatever goes here depends on how wrong the judgment of the GM about his group was.
Furthermore:
You completely ignore as well that not a single player, but the freaking whole group refuses to act on the adventure hook. Yet all of them are silly disrespectful world-class jerks. If it is just one guy then in 9 out of 10 cases they will drag the one grumpy guy with them anyway, because that is how group interactions work.
Furthermore:
A GM who is betting all his money on one horse and literally has no backup plan … well, sounds super inexperienced to me. As I said in other posts already, a quick ooc talk might be in order, helping him with character motivations of the group and other stuff, and then either indeed playing something else if everyone is fine with that or moving along with the bad plot hook. If the GM is experienced not biting on a plot-hook is never really a big issue, as there is always a plan B) and improvising a session is no big deal either, which allows usually to introduce another plothook as well. Such things happen all the time and most professional adventures have multiple angles to bring in the group or use the classic authoritarian orders which literally force a group into an adventure because their superiors said so.
Lasty: Before some player reading this takes it as a free licence to oppose all adventure hooks. Having a bumpy ride is better than not having a ride at all. And a single enthusiastic party member can persuade a whole group to follow her lead into adventure. I have mentioned this several times already, cutting your GM some slack is usually a good idea as well and if at least some PCs are interested then following them in one way or another should usually work out just fine. Even if following means literally shadowing them and being the backup force for the moment when it turns out that the adventure hook was indeed a trap.
Remember when Han refused to attack the deathstar because that would be suicide? Well, guess who waited for the right moment to save the day while actually indeed staying out most of the trouble? Yeah, Solo was. And it worked perfectly fine for the story.
Edited by SEApocalypse