>>5966384Okay I think these are some good basic rules for making meaningful and interesting prompts.
Rule 1: Prompts should not have zero information.
Choices aren't meaningful if you don't know any difference between them.
Perfect information can be bad as well. A little uncertainty can provoke interest and discussion.
Rule 2: Prompts should have consequences.
Choices aren't meaningful if they don't significantly affect your outcomes.
Quests are far slower than Video Games and TTRPG. An entire update shouldn't be wasted on some trivial choice.
Rule 3: Prompts (and combinations of prompts) need to be balanced in desirability.
Choices aren't meaningful when one makes all the others obsolete.
One of the worst cases is when there's no reason not to pick *every* choice.