One of the things I’ve learned since I began GM-ing Dragon Age is just how good placing moral conundrums in front of your players is.  The Dragon Age adventure philosophy, by design, encourages this approach to story-telling, and I’ve found that it really makes players become more involved in the story you are all trying to tell.

So as I’ve been trying to develop adventures and stories in this fashion, I’ve thought of ways to introduce these concepts at the table.  It requires you to put on a storyteller cap, rather than an “encounter designer” one, but it’s a pretty rewarding thing to see players scratching their heads trying to figure out what the right course of action is in certain situations, or what the moral thing to do would be.