I’ve noticed that, too, that often the “choice” is really a choice between doing content or not doing content. Sometimes this is true outside of good vs evil choices, too. Do you help this person? If you say no you just don’t get that mission. There’s no fallout by not helping someone in other words.
I’d love to see more RPGs play with that (and I say that understanding how complicated and big of a task it is to do that)
I’ve noticed that, too, that often the “choice” is really a choice between doing content or not doing content. Sometimes this is true outside of good vs evil choices, too. Do you help this person? If you say no you just don’t get that mission. There’s no fallout by not helping someone in other words.
I’d love to see more RPGs play with that (and I say that understanding how complicated and big of a task it is to do that)