Sometimes lack of choice is intentional for historic reasons (institutional issues that simply cannot be overcome), but it could also be for complexity reasons (adding alternatives adds unneccessary complexity) or streamlining reasons (sometimes there is good reason to keep it simple when the alternatives don't actually add much to the experience and the one choice is good enough). It could also be for AI reasons (either the AI is best off with one choice, or giving the player a separate choice is gamey or too favouable) or other gameplay reasons (as I mentioned in a previous post, for example). Or a combination of some or all of these factors, so you can see the choices are legion and it all has to be taken into account when creating the event. I'm not saying this is the case here, but perhaps this gives a better view of the challenges we face. Its easy enough to add all kinds of options, but to do so with balance in regard to all these factors is difficult and only increases when you add more options.