In many role-playing games when NPCs ask for help, you have only two options:
the first answer - "I agree" - it's an adventure, cutscenes, gameplay, characters, dialogues, experience, loot and money;
the second answer - "I disagree" - it's just nothing, only a mention from NPC's that they will wait for your positive answer for all eternity.
My wish is to make an answer "No" more satisfactory for a player, more meaningful and at least partially commensurate to the answer "Yes".
You can see this, for example, in the moment with a guy who is thirsty.
The answer "No" leads to its own version of the scenario, it becomes significant and entails some consequences.
Currently I set for myself the following goals:
1) to correctly set a task in which the answer "No" will be understood clearly;
2) to logically substantiate the answer "No" connected to Rodinka’s personality;
3) to clearly show the results of the decision, immediate consequences or delayed.
Next post on my vision of game design I will dedicate to planning.