Well, in my example, both options ultimately get you into the dungeon (ogre is the jailer, and has the keys to the cells). The "cost" of winning is that you don't get to take the other path. Maybe you get locked up with Ugly Pete and have to work together to trick the ogre and break out, so he gives you a hint that he wouldn't mention if you just show up with the keys and release him. But if you just show up, you have enough time to search around and find the secret chamber with a map in it. Or whatever.angelfromanotherpin wrote:It's not a bad thought, though my instinct in that case would be to put some sort of a cost on declared victory, even if it's just flavor text like breaking a finger and worrying that it won't heal right. If I had my druthers, I'd probably get into stuff like 'winning fights can fuck you up more than losing them – or just running,' and 'what sort of a person is this kind of murder-machine.' But that probably doesn't belong in D&D-flavor Finality.It's a solo adventure and you can't keep people from cheating, so just acknowledging that players can win or lose fights at their whim is kind of a neat touch.
I definitely agree that choices should either both be bad or both be good (unless there's a specific plot reason for a good/bad choice), but I like the good/good choices better as a default.