I’ve been thinking about how to design adventures for the CMM conference in June next year. Part of the secret that makes playing RPGs so much fun is when, as a player, you have to make a meaningful decision. Of course, this can include tricky moral dilemmas, but doesn’t need to. Knowing that your decisions at the table have consequences really elevates the experience.
Do you open the mysterious door or keep walking? Will you trust that suspicious stranger? Save the villagers or pursue the villain?
A meaningful decision is not simply a decision between two options. It is a choice where the outcome matters, there has to be something to lose, and where neither option is obviously correct.
Choices are the engine of roleplaying
A roleplaying game without meaningful choices is essentially a guided tour. The players may roll dice, fight monsters and explore interesting locations, but if their decisions don’t meaningfully affect what happens, they are passengers rather than participants.
When designing adventures create situations where players have agency. The players decide what their characters do, and the world responds accordingly.
Homlet Village is under attack by a gang of Bugbears, led by their arch nemesis Greyneck. Do the players attack the Bugbears? Perhaps they open negotiations with the dastardly Greyneck. Instead the adventurers sneak into the village to spirit the inhabitants away before the enemy break down the gates. If Greyneck has something the characters desperately need, it opens up even more possibilities.
The important thing is that the players get to decide. And the decision has consequences. This is what makes an RPG feel alive.
The power of the dilemma
The most memorable RPG decisions are rarely between good and bad. They are between good and good. Or, better yet, between bad and worse.
Imagine a party discover that the Realms ruler is actually an imposter. He killed the real King years ago. The problem is that he is a fair and just ruler and his subjects love him. They can bring this imposter to justice where he will surely be executed, potentially causing a civil war. Alternatively, they can keep quiet and let the “King” continue as is, knowing that he is a murderer.
There isn’t a perfect answer.
Now the players have something to talk about around the table. “What should we do?” The dilemma creates tension because the players care about the outcome. They debate, argue and negotiate. They make their case.
When eventually someone says: “Right. We’re doing it.” it creates an incredibly important moment. Ultimately, the story now belongs to the players.

A choice without consequences isn’t really a choice
RPGs also demonstrate an important distinction between choice and meaningful choice.
A player might be offered three doors.
- Behind door one is a monster.
- Behind door two is treasure.
- Behind door three is another monster.
Technically, the player has choices. But if the doors are essentially arbitrary, the decision has little meaning. Instead, contrast it with:
- Door one: Save the captured villagers, but allow the villain to escape.
- Door two: Pursue the villain, but leave the villagers to their fate.
- Door three: Attempt to do both, knowing there is a strong chance of failing at both.
Now the choice has weight and the player has to decide what matters. Meaningful decisions like this force the players to reveal their priorities.
Meaning comes from having something at stake
Think about the stories we remember from playing RPGs. We rarely remember the encounter where the party fought six identical goblins, lost no hit points and collected 14 gold pieces. No, we remember the moment when the party had one spell slot left, the cleric was unconscious and someone had to decide whether to run or stay and save their friend good friend Vesperian.
We remember the difficult choices. And we remember them because something was at stake.
If I want to make these hour long adventures mean something then there must be something serious hanging in the balance. The players need to know that their decision, regardless of what it is, has consequences.
- They are hunting a monster that has been persecuted by the villagers
- A prophecy has identified the Chosen One who will save the land. The King wants to execute her, rebels hide her away. Her death will stop the ravenous horde of the dead
- The Grand Magical Library is burning down. Doo you save the loyal librarians or magical tomes that might hold the secret of immortality
Using the meaningful decision
As i work on these adventures, I am going to make sure that each has a meaningful decision at it’s core. Then as part of the session debrief we can explore the ways that the players reached agreement (or not) around how to approach it. i really believe that this will help create a memorable experience for those signing up for the games. And that is ultimately what I want to achieve. Creating an impression of D&D that they will remember long after they have left the conference.
In addition, I’m going to be a bit more purposeful about including these in my current Mythic Bastionland campaign. Often they come about in the moment, but I feel that a few well placed meaningful decision points might be a good way to lift the campaign.






