Mechanic should be simple, elegant and concise, not obscure. While the details should be mess, complex and obscure. For instance you have 3 choices, one is obviously good, then the player can choose the right easily. That's not what I want. Give the player a couple of choices, and make every choice unclear and very hard to trade-off. Increase 8 strength while decreasing 5 wisdom, or increase 5 wisdom while decreasing 2 strength or so. Let the player choose loose 5 strength or 5 wisdom. Let the player choose the bad things he accept, don;t give the bad things directly. NPC1 can help the player increase collecting speed, but he also steal some. NPC2 can help the player battle and royal, but he has a disease which will cost a lot of money. Let the player make a choice to choose one as a partner. If the player choose NPC2, then NPC1 tell the player he knows NPC2 has 30% to be contagious. Let the player make choice again. That's my thought about game design.