Frayed Knights developer Jay Barnson has once again cranked out a progress report on the game's development, this time beating himself up a bit for not implementing more choice and consequence in the multi-act RPG.
Now, there are some decisions that may or may not come back to haunt you later in the game. Like the choice in the pilot on whether or not to rescue the girl. The party makes a very sensible case as to why that might not be such a good idea in the pilot. They aren't wrong. It's not a big deal, either way (or in similar situations later in the game) it won't radically change the game but you won't necessarily receive an immediate congratulations and acknowledgment of whether or not you made the (right) decision.
Most conversations in Frayed Knights do not have decision points. You don't choose whether to be a good guy or a jerk in conversations. There are plenty of optional quests and locations to visit in the game, but the story and progression is at least somewhat linear.
But as I was inspired by (old-school) CRPG and pen-and-paper RPG design, I have ended up leaving a lot of the decisions not about what you do, but how you do it.