We're planning on including quite a few moral dilemma's in our next game, forcing the player to make choices that have consequences on the inhabitants of the world as well as him/herself. In a lot of cases the consequences aren't immediately clear as it takes some time before the ramifications of a particular choice propagate. This can be an issue, and one way of solving that would be to give you a hint of what will happen if you make a particular choice. I'd be very interested to hear your thoughts on that.
Lar
There are players who want hints and some who don't want hints and like to think very carefully over every dialog option... and even accept the consequences.
If there are no hints in the game, players who always want to make the 'right' decision will get their hints out of a walk through... or whatever (worst option is to reload). But they have to 'leave' the game. Why not supply them with the hints in the game if they want them.
How about an option to disable dilemma hints? If you don't like them, switch them off.
In any case I would go for hints. At least if it is not very obvious what will happen. If an action is clearly directed against someone (insult or attack him) then you don't necessarily need a hint that he will be angry with you. But if he is a friend of the king then a hint that the king will not like what you are doing would be helpful. (Can't think of something better <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />)
It would be nice to sometimes have a few chances to change your mind. You could tell a thief you will help him (to get out of this bad situation fast; you don't want to help him, but you also don't want to fight him now). Later you could decide to tell the police or stab him in the back or even help him.
If I tell him that I will help him and then am stuck to help him, then I would be pretty unhappy.
Oh! If I want to kill someone depending on my character it would be plain stupid to only have an option like "I hate you, eat steel! [attack him]". There should be other options like "We'll keep your back clear [tell a lie and stab him in the back when he turns around]".
The options don't always have to be hidden in the dialog. You may tell him "We'll keep your back clear." without a hint and then your actions will decide how things develop. Help him, stand still and watch how he manages or stab him in the back. (If it is important that he survives or dies there could be a general hint not related to the dialog option you pick.)