Sly Flourish recently put out an articile on providing meaningful choices to PCs. They also mentioned it in an earlier article on lessons from Dragon Age: Origins.
How have you provided choices? How DO you do it? Engineering a situation so that the players feel as though their decisions matter?
Now, the initial article mentions some ways to provide meaningful choices, but I'm sort of not stuck on it just yet. My brain hasn't gelled on ways to do this.There’s piles of discussions on the net discussing the benefits and disadvantages of games run on the rails versus games run in a sandbox. Dragon Age shows us how a game can essentially follow a single storyline from point A to point B to point C and so on without feeling like it’s on the rails. There are tons of decisions to make in Dragon Age, with many of them feeling like they will have a heavy impact on the story. In reality, however, you’ll see the same general situations regardless of what choices you make.
Learning how to do this in our own game can make an on-the-rails plot driven game feel like a sandbox game. We can do this by placing decision trees throughout our games that don’t necessarily impact the overall plot direction but change how the players get THROUGH that plot direction. It’s a hard lesson to learn but very valuable when learned. It can make any single-focused campaign feel like a rich and deep world full of choices and opportunities.
How have you provided choices? How DO you do it? Engineering a situation so that the players feel as though their decisions matter?