Bare in mind, I have also been asking "What have you done in YOUR games?"
I guess my point is this:
How do you make the situation that the PCs will choose. What elements are there. Ones that the PCs will care about instead of just passing up. Sure, the consequence is important, but that's afterwards. The choice has to feel like it's important when the PCs come to it. What's the difference between a situation where the PCs stop, weigh their options and debate over it, and one where the PCs just shrug and go "Whatever" or chose at random.
I give my examples because of either moral choices, or ones dealing with resources/goals, because those are pertinent to the story, easiest to conceptualize. The PCs care because they are related to their goals. And some PCs care about moral ones.
Yes.So if you have a choice, and options A & B thought out, and they pick Z... you can go back and still add a consequence to that choice.
I guess my point is this:
How do you make the situation that the PCs will choose. What elements are there. Ones that the PCs will care about instead of just passing up. Sure, the consequence is important, but that's afterwards. The choice has to feel like it's important when the PCs come to it. What's the difference between a situation where the PCs stop, weigh their options and debate over it, and one where the PCs just shrug and go "Whatever" or chose at random.
I give my examples because of either moral choices, or ones dealing with resources/goals, because those are pertinent to the story, easiest to conceptualize. The PCs care because they are related to their goals. And some PCs care about moral ones.