I also have an irk for when a completely clear sky suddenly starts raining just to convey sadness in a character, though that hasn't struck me in RM Shakespeare seemed to like pathetic fallacy, so it must be good right?
It's not a bad thing to use as long as you use it right. Simply throwing up a rain cloud when a person is sad isn't the best or even right thing to do in every situation.
(Apologies: wall of text almost. I'm famous for that).
Don't forget that we will only feel emotion if we are somehow connected with the character(s) in question. Like NAMKCOR mentioned, believable characters who react to situations in believable ways (and not necessarily natural ways) is a good start. Try to get inside your characters' head - after all, you created them you should know how they think and what they would do - when you're planning out the scene.
If you aren't too familiar with writing emotional scenes (which doesn't mean melodramatic but rather appropriate to the character), then work on just making the scene believable and hope that the player/reader will respond appropriately. Once you get used to writing the scenes, you can then work on the best ways to connect the player to the characters so that their (the players) emotional responses are natural. Writing is never a once-you've-written-it-it's-done-with thing, it's a process that will require revision after revision after revision. Don't feel you have to get it perfect the first time, that comes with the experience.
One thing I would suggest doing is reading up and researching the topic. There's really no one way to do it, no black and white instructions booklet. But there are techniques that can be used to help you craft your scenes. Have a look around for books or pdfs (you can find pdfs of books if you aren't wanting to fork out money) centred around writing drama and building characters and setting.
Another thing to do is analyse existing material. Don't restrict yourself to just emotional scenes of crying over the death of someone or the clichéd things: look at material that not only has emotions being drawn between the fictional characters, but also those which are directed at the reader. Figure out what makes those emotions appear. If it's between characters: what about those characters makes you feel that way, what were they doing, what do they mean to you. If it's audience targeted: why was it successful (or not - bad examples are also good material to work with as long as you know they were bad examples), what about the situation assists in delivering that emotion. Asking critical questions about what you see/read/hear is probably a very important thing to do if you want grow in understanding - which itself is key to being able to craft these scenes in the first place.
Also, discuss that kind of material with others, find out what their responses are. The same can be done for things you create too.
I'm taking a look at "Paths" too, I'll give you some feedback.
Edit:
Spoiler for Feedback :
For one thing, it does a good job of slowing itself up (which isn't a good thing). Until you talk to Ro about getting the rooms, you can't talk to the other two who obviously wandered off to do their own thing because they aren't even accessible/there. Once you've done that you can only find and talk to Sara who has suddenly appeared somewhere. And then you are transported to the Inn? I don't think she needed an escort to her room. It was distracting to say the least. And to find Lily, you had to go in a place that you were told you didn't need to go near because apparently Lily is an ex-(still?)drunk which we never really knew about. Perhaps a hint about that might help. This is the bit that stands out to me the most. For example: Jarett says, having jumped away from the pub's door, "No reason to go there...". Well, that's great and all, but why? Maybe something like: "No reason to go there... not after that day that Lily..." We know Lily having already been introduced at the start. So, now we see "Pub" and "something happened in one of those with Lily that Jarett obviously doesn't want to talk about." So we'll get the idea. Then after talking to Sara, we just get told to find Sara. Well, how about if Jarett asks Sara where Lily might be found. Her response could be (as I assume these 4 are good friends): Sara: "I'm not sure. But she hasn't seemed her normal self since that day..." Jarett: "You mean since that accident?" (or some other major event that might lead to going back to drinking) Sara: "Yeah. *sigh* I hope she's all right. The last time something like that happened to her, you know what happened to her drinking." Jarett: "How can I forget?! *pause* I should check up on her, just in case, y'know... she falls back into that habit." It's not exactly perfect, but that's why you always need to revise. And understand the situation you are working with (or situations if you're adventurous). We don't even need to be told she's in the pub, but alluding to the fact that she might be there despite the fact that the group talked about avoiding pubs/not having reason to go into them should be enough to give the player a good enough hint that also builds up character history and a connection (whilst small and only informative) about Lily with the players and the other characters is created. Another observation is the fact the NPCs are just not appropriately behaving. Mother knows its bedtime for her kid, but lets them still run around screaming "WOOOOOOO!" to you? Old Man whose existence is weird. "Come by tomorrow"? I'm sorry, why is the old man standing in the middle of that central area anyway. Remember, characters should exist because they have reason to, not to simply fill the void or add the illusion of people living there. It's getting dark, we don't expect to see too many people, especially ones with no purpose. The guard, however, is appropriate. He's a guard, and he's doing his job. That we can believe. Old Man and Mother/Kid? give them a reason to exist or send them home.