Credit for this technique goes to the game in which it is most explicitly modelled, John Harper and Sean Nittner’s Agon – a game of Greek heroes travelling home by way of a series of perilous islands – and each island begins something like this:
- Will you command Meletia to use the island’s gold to restore the ruined temple of Hera and receive divine protections? Arts & Oration vs. Meletia.
- Or will you command Ionestes to cease speaking false promises of divine aid and instead support the construction of practical defenses? Arts & Oration vs. Ionestes
(Agon, Isle of Kryos)
Each choice offers a chance at resolving the conflict introduced, and taking sides in an ongoing dispute – the following scenes will differ depending on which approach they take (and whether or not they are successful). These happen right at the start of the adventure, as the players arrive in the isle, and thrust them directly into the action. But there’s no reason we shouldn’t use these with other games, and they’re a really effective way of launching a session.
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Why They Work

They give players clear options and genuine choices and let them engage with the adventure immediately. Particularly for one-shots, it can be easy to start with a fight that is just thrust upon the players, and they can feel like they’re just setting off on a railroad – this gives them a choice right at the start. There’s also no need for them to be limited to the options you’ve suggested – they can come up with their own approach, but you’ve given examples to help them make that decision.
By choosing one option, they also cut off the other, and there will be NPCs on each side that will want to engage with them to resolve the choice. Ultimately, either choice might lead in similar directions, but how that direction appears will be coloured by their choice – and whether or not they are successful.
How To Prep Them
Begin with your initial scene and think of a couple of ways they can be resolved. This doesn’t have to be amazingly original – your players may come up with other choices, too, when you’ve shown them two, and that’s fine. Have an immediate call to action inherent – either a threat to something the PCs care about, an ongoing mission that will take them directly into this conflict, or a personal link to the issue.
Then, give some thought to how each option could be resolved. Try to make them equally exciting – you might balance a combat with a skill challenge of some sort, or a series of skill rolls with accompanying risk. They don’t have to be equally difficult, of course – but try to avoid offering an obvious answer to the dilemma.
Examples
Let’s say you’re prepping the most vanilla D&D plot ever, of a village in danger because of raiding goblins in the forest. You’ve, correctly, thought to start with an encounter with bandits on the way to the village – who are desperate because of the goblin displacement and could even be useful to find the goblin camp later – and had originally planned for them to leap out and attack the caravan they are guarding.
Instead, let’s have the PCs come across a robbery in progress. Around the corner, they see a merchant being turned over, with crossbow-wielding bandits in the trees above trained on them as they try to bargain with them. The merchant in front is clearly having none of it, and it looks like it could turn nasty – he hasn’t seen the robbers in the trees.
Do you charge in and intercede on his behalf, and try to cow the bandits with your force of arms and courage?
Or do you sneak around and dispose of the bandits in the trees to even the odds?
Or perhaps try and tackle the leader by surprise before his archers have a chance to react?
We’ve got a trilemma there, and although most of them probably lead to combat, it’s a much more vibrant and interesting initial scene. We’re assuming that heading into the forest to avoid the bandits isn’t an option – if it is, there’s always goblins to tackle them.
In cases where the PCs have a clear mission, your dilemmas can be more like options for them to pursue. For instance, if your PCs have arrived at a party to steal a crown from the host, we should add a bit more action. So begin with them seeing a drunken guest causing trouble, about to challenge another noble to a duel.
Do you attempt to sneak behind the scenes straight away, looking for a route upstairs while the guards are distracted?
Or do you intercede on either nobleman’s behalf, trying to create more chaos and maybe win some allies here who might know about the crown?
It’s an interesting challenge to try and add this to a session you’ve already prepped – particularly in the initial scene, where it will have the most impact. As I said, for more examples, look at Agon or the Paragon family of games, who all model this excellently. Have you used dilemmas in your games during the starting situation? Let me know in the comments.